






.jpeg)
Godmothered
One of Us, 2020

Horse, Carriage, Dove
Groom, CFX, OOU creatures workflow
Throughout summer, I was incredibly busy setting up creatures for shots, running shots and helping artists when needed. There were more tasks than those, so I'll list the exact tasks below, as I will certainly forget! Before that, below are some still images of the shots I worked on.

Tasks
General
- Tree instance scattering setup - ingesting foliage assets, then writing a script in Houdini to cache them to be instanced/scattered (python, Arnold)
- Godmothers crowd CFX setup and execution - this was a fun challenge as the number of godmothers I'd receive was unknown, so I set this up as a vellum for-each with some feedback scripts.
- General trouble shooting for artists' problems
Horse
- Horse groom - 10 days initial groom, initially created for mid-shot (lod B), then colour changes thereafter.
- Horse character package, including lighting ROP with AOVs and optimal settings setup for the lighter to use/reference.
- Horse CFX setup.
- The horse character package was passed to my colleague as a base for him to use when making his character (raccoon). Later he QC-d the horse when running CFX in shots as we distributed workloads.
- Added hou-python tool library to python modules on the HDA, for CFX caching, wedging and usability for the lighters/cfx artists to select cache/read versions easily over shots.
Dove
- Initially discussed with the team the workflow between rigging, modelling and groom.
- Created a dove groom using a cleaner version of the version 01 Pinocchio woodpecker feather system. Passed renamed flight/dynamic feather guides and proxy geometries to rigging to incorporate into the rig.
- CFX dove package created using charpkgtools library and passed to lighting.
- CFX for lod B wings was cloth-deformed proxy wings (taken from modelling) which was simulated, then deformed unpacked high-res feathers. For the feather fluttering, primuvs were used to deform high-res feathers.
This was a bit of a learning curve weaving rigging/groom together, but it worked well for an lod B bird! Next up, lod A...
Carriage
- Creation of asset package to be passed to lighters
- CFX setup of curtains and horse harness in CFX asset package which was ran through shots.
- Unfurling curtains on carriage transformation (animated CFX, short timeframe). I passed the unfurling CFX to another artist (unknown, this was rushed, although turned out pleasantly well - good teamwork!)
Cleanup
- Groom setup tutorials (dove, horse, basic sphere groom/cfx setup) on OOU wiki
- Character package tutorials on OOU wiki
Sources I referred to:
-
Featherbase for feather reference: https://www.featherbase.info/en/species/
-
Matt Estela's website to learn about maketransform and orients: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex17
-
Toadstorm's primuv VEX (I've only just memorised it, but use it so frequently I have to put a reference!) https://www.toadstorm.com/blog/?p=465
-
SolidAngle Arnold docs (seriously, read the docs!)
-
SideFX Houdini docs