houdini never change hands like other software that several companies own them,
/ change developers etc.. etc..
El Martes, 17 de marzo, 2015 18:51:44, Adam Sale adamfs...@gmail.com
escribió:
Thanks for that Gerbrand. I had started dabbling with Houdini over the spring
and summer
How are you finding your new found Houdini knowledge to be fitting into the
needs of the marketplace? Are there many shops adopting it? Or are you a
lone wolf or able to turnkey shots for people? I too have found Maya
unintuitive and uninspiring. Houdini looks interesting but I'm wary of
jumping
Curiously I ve been reading the transition guides you kindly wrote lately,
thanks Jordi! I am sure that Houdini provides the scalability and resources to
be an end to end solution. But for the time being thatdecision is not up to
me. At AF we have a katana(vray) maya pipe. Houdini is used
Can I ask, what areas having you been using Maya/Houdini that spurred you
to make the post?
I've been using Maya for a couple of months for scene assembly/rendering,
(bringing in models/caches/assigning shaders/passes) so that's my only
experience.
Simon Reeves
London, UK
excellent closing quote, Side Effects should use that in their commercials!
...there's a SOP for that!
a
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gerbrand Nel
Sent: 17 March 2015 10:12
To:
I'm not getting anything out of posting this, except knowing I might
save the life of a fellow artist.
So I spent the last year learning Maya, and got to a point where I can
compete against people straight out of collage.
This got me a bit down, as I'm one of the more experienced softimage
What a beautiful post and watching out for your fellow artists.
On Tue, Mar 17, 2015 at 3:11 AM, Gerbrand Nel nagv...@gmail.com wrote:
I'm not getting anything out of posting this, except knowing I might save
the life of a fellow artist.
So I spent the last year learning Maya, and got to a
no need to get all soppy
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21
http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and
I'm about to throw myself at Houdini so this is great to hear. Thanks
Gerbrand!
DAN
On 17 Mar 2015 12:12, Gerbrand Nel nagv...@gmail.com wrote:
I'm not getting anything out of posting this, except knowing I might save
the life of a fellow artist.
So I spent the last year learning Maya,
Hi Gerbrand,
I understand you well! I recently started learning houdini myself. After quite
a bit of meditation and evaluating other options,and although everyone around
told me that the learning curve was steep, I d decided to give it a try
anyway..Its been only 2 months for me using houdini,
That certainly is a great approach but even better is if you go in the other
direction, use Houdini as the backbone and render from
Mantra/Arnold/Octane/PRMan/3Dlight/whatever as the FX live inside Houdini and
therefore it is the natural backbone.
Ultimately you will be using a myriad of tools
Thanks for that Gerbrand. I had started dabbling with Houdini over the
spring and summer before the start of our new school year in September. My
experiences with it were very positive, and I was having fun learning it.
It made sense after a couple weeks mucking around with it. In the end I
went
For anybody following this who's still on the fence let me put it simply:
If you're used to XSI, and you have to do deformation work with Maya's OOTB
toolset you either are insane, or about to go insane very quickly.
Rig authoring and animation are mostly fine, but when it comes to
deformation
I always worry that Houdini is not such a friendly app to be used as
a 'backbone' as you (Jordi) phrase it.
But I'm basing that on the logic that most of our 3d artists will HAVE to
use it, but that's not really the case...
I've started to settle into the idea that maya is OK for being the
base,
Wow, thanks Simon and Eric. You guys are awesome :)
Cheers
Morten
Den 16. marts 2015 kl. 14:29 skrev Eric Thivierge ethivie...@hybride.com:
and run. Hopefully your objects are numbered sequentially starting from 0
and up and doesn't have number padding.
# Python
si = Application
You're welcome hope it was useful!
Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*
On 17 March 2015 at 11:24, Morten Bartholdy x...@colorshopvfx.dk wrote:
Wow,
Thanks! Good to hear some opinions :)
Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*
On 17 March 2015 at 16:05, Gerbrand Nel nagv...@gmail.com wrote:
Hey Simon
Hey Simon
I've done a few Maya jobs as part of a team the past few months.
The people on the team were very experienced, helpful and patient with me.
Doing this on your own is madness!!
I did some rigging, and I actually think Maya is pretty good at creating
rigs. Its the deformation of the
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