get .hip file here: patreon.com/fchamon

This is an overview on Matrices, Local Space transforms and how to use VEX to manipulate them inside Houdini. Practical examples on how to build local space transforms from scratch and from primitives on a geometry, so that you can estabilish a base frame to animate input geometry, or constraint other objects to desired polygons.

00:00 Matrices overview

03:35 Identity matrix

05:25 3×3 and 4×4 matrices

09:00 Building a simple transform matrix (rotation)

15:41 Building a simple transform matrix (translation)

25:46 Creating modular (stackable local transforms) nodes

34:28 How to build transforms from any primitive on a geomerty

35:37 Using 2d planes to construct rotation axes (cross product)

38:07 Half-Edges explanation

39:30 Building hedges VEX code

56:47 Constraining objects to primitives using transforms