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.
Armor pieces are procedurally extracted, centered, and jointed, then exported as separate elements and parented to the character rig to enable controlled detachment.
A runtime tool dynamically assigns rigidbodies and colliders to armor pieces and applies physical forces on detachment, enabling immediate feedback during in-engine iteration.
It enables real-time feedback for precise art direction during iteration, while allowing the final effect to be baked into linear animations once validated, reducing runtime complexity and avoiding unnecessary CPU cost.
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 generates fence geometry from a user-defined path, with configurable spacing and modular components. Individual poles can be flagged as destructible during generation.
A component-based workflow allows designers to place fences interactively and select specific poles as destructible. Selected elements are then baked right inside Unity into vertex animation textures for efficient runtime playback.
It enables fast, curve-based fence layout without manual modeling, while supporting selective destruction that can be baked into lightweight animations, reducing runtime cost and improving scalability.
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 scenarios creation, reducing manual work while maintaining consistent results.