Houdini is a super fun experience but could be very challenging, at least before MOPs.
My name is HOANG ANH Nguyen - Founder of Freaky Motion, a place where we strive to pursue an idea of visualizing our imagination to deliver the most cinematic experience to our audiences. Besides, I am working as Art & VFX Director and also running a small studio named hybrid.io with a vision of establishing a creative education environment for Vietnamese Motion Design Community.
In this short article, I will share my experience with Houdini and how I passed the learning curve to incorporate this software into production with the help of MOPs.
I started out as a Cinema 4D (C4D) user. Most of the time, I communicate with this application via its Mograph system. When I took the leap and switched to Houdini, of course I had to make sure that I could create the same quality of work as when I used C4D. However, these two softwares have two different ways of approaching. Instead of using Effectors or Fall-off like in C4D, the workflow in Houdini is more procedural and everything needs to be built from scratch. Honestly, it was pretty challenging and time-consuming for me as a new user who wanted to incorporate the software into production quickly. That was when I came across MOPs - a tool developed by Moritz Schwind and Henry ‘Toadstorm’ Foster that helps turn Houdini into a much more artist-friendly software.
With MOPs, you will get back your Modifiers ( Effectors ), Instancer ( Cloner ), and Fall-off just like in C4D. Cool, right? The awesome thing is, all the principles of Mograph (manipulating points, basically) are there in Houdini now, and I can use those Effectors on anything that I could create points from. Then, I can control the motion with one single slide just like using Mograph in C4D.
A real life example for the utilization of MOPs in Houdini can be found in our latest project Bphone 2018.