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kpradley

Hungry Hungry Houdini Hippos



Project 3 - Procedural Motion and Mechanical Objects

By Kieran Radley

3/09/2022

Houdini Version 19.0.455


About My Project

The purpose of project 3 is to learn about procedural animation techniques

and put them into practice. Procedural animation can be faster to create than

manual keyframe animation, and is more flexible. To prove this point with

complex motion, I decided to recreate the children’s board game “Hungry Hungry

Hippos” by Elefun & Friends, specifically the version from the 1970s which I grew

up playing. The point of this game is to push a lever on the back of a toy hippo to

get it to eat rolling marbles, and whoever’s hippo collects the most marbles wins.





Important Statistics

Rendered with Mantra

Average Render Time: 5.1 min/frame

Total Render Time: 0.88 Hours

Resolution: 1280x720

Samples:

Min Ray Samples: 1

Max Ray Samples: 9

Global Quality: 1

Diffuse Quality: 3

SSS Quality: 1

Reflection Quality: 2

Refraction Quality: 1

Light Sampling Quality: 1

Noise Level: 0.01

Lights in Scene: 1 sun keylight, 1 spot light


Technical Guide


The top level of my hipnc file is divided into a scene group in yellow, a game

group in red, a hippos group in blue, a pieces group in gray, and a reference plane

group in light yellow. The “Pieces” group is where I modeled my geometry, like the

game board and the hippos. The “Hippos” group contains my techniques for

procedurally animating said pieces. It’s divided into the four different hippos for

clarity. Finally, the “Hungry Hungry Hippos Game” group puts everything together.

The geometry shells you need to have visible in my scene are the ground plane,

and the two in Hungry Hungry Hippos Game.


Making the Hippos Chomp



The “geoHungryHungryHippos” node has 5 custom sliders in it. The first four are

dedicated to the lever motion of each of the hippos. By sliding it from a minimum

value of 1 to a maximum value of 50, you push down the lever of the respective

hippo, extending its neck and making its mouth lift up and chomp down. You will

have to reset the value back to 1 before your next chomp to maintain gameplay

accuracy. The “flippers” slider controls the gates next to the hippos which release

the marbles onto the playing field.


Modeling


Here are the nodes I used to model the hippos. The pink group forms the head,

and the yellow group forms the lever. The black group is how I modeled the back

lever on the hippo, while the gray group has my reference planes.


Animation

This network, found in each “geo[COLOR]HippoProxy” shell, is responsible for the

procedural animation of the lever and hippo head. I use a point wrangle node

because the actual movement of the hippo in the game is different when the head

is extending than when it is retracting.


Marble Simulation

The game of Hungry Hungry Hippos involves between 20-25 marbles that are

knocked around and moved in complex ways. Here is the network I created to run

the simulation. Because the collision geometry, the hippos, are animated, I

changed the Initial Object Type under bullet data to “Create Deforming Static

Objects” so it had the capacity to change over time.

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