Houdini – Matrices和Local Space转换教程Houdini – Matrices and Local Space transforms tutorial
get .hip file here: patreon.com/fchamon
This is an overview on Matrices, Local Space transforms and how to use VEX to manipulate them inside Houdini. Practical examples on how to build local space transforms from scratch and from primitives on a geometry, so that you can estabilish a base frame to animate input geometry, or constraint other objects to desired polygons.
00:00 Matrices overview
03:35 Identity matrix
05:25 3×3 and 4×4 matrices
09:00 Building a simple transform matrix (rotation)
15:41 Building a simple transform matrix (translation)
25:46 Creating modular (stackable local transforms) nodes
34:28 How to build transforms from any primitive on a geomerty
35:37 Using 2d planes to construct rotation axes (cross product)
38:07 Half-Edges explanation
39:30 Building hedges VEX code
56:47 Constraining objects to primitives using transforms
在这里获取.hip文件:patreon.com/fchamon这是关于矩阵,局部空间变换以及如何使用VEX在Houdini中操作它们的概述。关于如何从头开始构建局部空间变换以及从几何体上的基元转换的实际示例,以便您可以建立基础框架以为输入几何体设置动画,或将其他对象约束为所需多边形。
00:00矩阵概述
03:35身份矩阵
05:25 3×3和4×4矩阵
09:00构建一个简单的变换矩阵(旋转)
15:41建立一个简单的变换矩阵(翻译)
25:46创建模块化(可堆叠的局部变换)节点
34:28如何从几何体上的任何基元构建变换
35:37使用2d平面构造旋转轴(叉积)
38:07半边缘的解释
39:30建立对冲VEX代码
56:47使用变换将对象约束到基元