3D World

Plant rigging in Houdini

FX supervisor David Stephens explains Blizzard’s approach to creating plant animation

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“We developed a unified approach to the plant animation using Houdini. The first stage of the process would take a completed plant model and derive the branching structure through an iterative search algorithm. This worked surprising­ly well – even for trees or bushes with tens of thousands, or even hundreds of thousands of branches. Next, the process [team] would figure out the attachment point of leaves, flowers, buds, etc. relative to the branch structure,” says David.

This meant the team could then build a hybrid ‘rig’ for the plant, explains David: “Portions of the hierarchy would be simulated using the Houdini wire solver and all other portions animated procedural­ly. We developed a rich suite of tools to define the simulation and procedural animation behaviors.”

It meant the team could then create a large library of plant animation cycles

for each plant at varying wind intensitie­s. “These plant cycles could then be dropped in by the Layout department to create general ambient motion for the forest and plant cover,” says David, explaining: “For more complex shots requiring character interactio­n or specific choreograp­hy, the plant rigs could be loaded into a live scene with collision objects and simulated in Houdini’s Dops module. The plants on Bastion himself were simulated in this way for most shots.”

 ??  ?? An auto-rigging system in Houdini was used to setup plants for both simulation and procedural animation
An auto-rigging system in Houdini was used to setup plants for both simulation and procedural animation
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