Houdini and Unity tools
Houdini for flexible, non-destructive workflows. Unity for fast iteration and deployment.
Houdini for flexible, non-destructive workflows. Unity for fast iteration and deployment.
A 3D real-time cinematic project.
Procedurally rigged armor with interactive, collision-based detachment.
Procedurally rigged armor with interactive, collision-based detachment.
Each armor piece was procedurally extracted and jointed at its centroid, then exported as separate parts and parented to the main skinned mesh.
A runtime script allows manual placement of a gizmo that detects nearby armor pieces and detaches them with physical force when triggered.
This pipeline enables fully procedural armor setup with interactive detachment, giving full art control.
A designer-friendly procedural fence system built in Houdini as an HDA, used directly inside Unity.
A designer-friendly procedural fence system built in Houdini as an HDA, used directly inside Unity.
The system builds fence geometry from a user-defined path, with configurable spacing and destructible poles.
After placement, destructible poles are selected with an editor gizmo and used to generate VAT animations.
This setup enables fast, curve-based fence layout in Unity, removing manual modeling and supporting procedural destruction.
A KineFX-driven pipeline for unifying, blending, and retargeting animation for real-time deployment.
A KineFX-driven pipeline for unifying, blending, and retargeting animation for real-time deployment.
Animations from multiple sources are normalized to a shared base rig, blended and layered with KineFX, then retargeted and exported as Unity-ready FBX assets.
This non-destructive pipeline mixes animation from different rigs without re-authoring, supporting fast iteration for real-time projects.
A scalable system for real-time character variation using a single VAT texture with multiple animations driven at runtime.
A scalable system for real-time character variation using a single VAT texture with multiple animations driven at runtime.
Multiple animation clips were packed into a single VAT, with all motions stored on one mesh and texture. Playback data was exported to control timing and looping, resulting in a lightweight setup for real-time use.
Multiple animations were packed into a single VAT, using one mesh and texture for lightweight real-time playback.
This approach enables large crowds with low draw calls and no skeletal animation, making it efficient for real-time scenes.
VR police and military training.
Generates multiple drill scenarios from a single level setup.
Generates multiple drill scenarios from a single level setup.
Curve-based tools to build walls and layouts, with additional tools for door placement and rule-based furniture randomization.
In Unity, the system is driven by Houdini Engine, with light baking automatically triggered as part of the workflow.
Enables fast iteration and scalable level creation, reducing manual work while maintaining consistent results.