"dim" はグラフィックデザイナーのための3Dツールです。イラレからコピペしたパスを3D空間に置き、押し出しなどの3D操作をした後、その結果をパスとしてイラレにコピペで戻せます。ぜひ試してみてください。
dim is a 3D tool for graphic designers. Paste a path from Illustrator, extrude it, change the camera angle, and paste the result back to Illustrator.
Houdini HDA: Fit Range Visualizer
An interactive tool for understanding how Fit Range remaps values between ranges.
I also put together a visual explanation of the concept and the math behind it.
Get it here: https://t.co/Eb9eGR46j0
#Houdini#SideFX#TechnicalArt#VFX
After 2 years of work, I'm excited to finally launch Houdini Fundamentals.
We've taken all of our beginner "Intro to..." courses and combined them into a single learning path with 20+ hours of structured training covering everything from attributes and VOPs to Pyro, FLIP, Destruction, and Solaris.
Best of all, it's completely free, and it always will be.
I hope it helps a lot of people get started with Houdini.
UETIP
Use the Math Expression node in Blueprints to quickly write simple to complex math equations in a single node.
This dramatically improves your speed and workflow compared to wiring together long chains of individual Add, Subtract, Multiply, Divide, and other math nodes.
The MetaHuman Animator Markerless Motion Capture (MCC) Plugin is now live in Unreal Engine 5.8. It takes a video and captures the 3D motion of the body, face, and hands. You can download it for free from https://t.co/O8mM4yspyF:
https://t.co/hVAx2Ti66I
This release is a dream come true and I’m grateful to Epic Games for believing in the technology and the Meshcapade team.
We joined Epic just a few months ago and have completely rearchitected our approach. The model is now based on a diffusion transformer, which helps it deal with occlusion. Meshcapade’s MoCapade solution was already best in class, and we’ve made it even better.
Based on our testing, this is the most accurate markerless mocap solution ever made. Body pose is 9% more accurate, the motions are 29% smoother, and foot sliding is reduced by 34%, all while retaining the same high accuracy in 3D world motion.
The MetaHuman team has turned this technology into a full-fledged tool for animators that gives them complete creative control of their animation from conception through to the final cut. With any camera, you can capture your own motion and get it onto your character.
No special clothes.
No special background.
No special camera.
No need to calibrate.
Any length video.
All processing is done locally — your data never leaves your machine. Use the output to animate Metahumans or retarget to other characters. You can even get SMPL-X out if you want.
Limitations? The current version only works with a static camera and one person and is currently only tested and supported on Windows. But this is just the beginning!
Houdini 22 launches in London next week!
Join us at Curzon Soho Cinema for an exclusive first look.
On Wednesday, June 17, the Houdini 22 Keynote will reveal the newest features and innovations shaping the future of Houdini, followed by a casual social gathering.
On Thursday, June 18, HIVE Talks will explore new workflows across modeling, environments, animation, FX, rigging, procedural content, and machine learning with the artists, TDs, and developers behind the software.
If you can't attend in person, you can watch the Keynote live on YouTube on June 22, 2026, at 09:00 PDT / 12:00 EDT / 17:00 BST / 18:00 CEST.
Please note: Space is limited, so only register if you are able to attend.
Register Here:
https://t.co/8RrX5yBw7k
#Houdini