Walking through the process of finding normals on a curve, Marco Giordano re-creates his quaternion spline in SideFX Houdini, calculating normal directions along a curve in a predictable way using a parallel frame transport method.

this is an OTL i wrote in python in order to compute the normal in a stable and predictable way in houdini by using the parallel frame transportation method

Marco makes note that there are some things that can inherently be done in Houdini, being a completely procedural application, with far little effort in comparison to Maya, and wanted to try some of the rigging ventures that he created in Maya, again using Houdini, starting with calculating normals along an arbitrary curve. Please visit Marco’s site for more great rigging tutorials, tips, and tools here.