The short answer to your question Phil is no. Control of motion in Houdini
isn't as easy or intuitive as it is with XSI/ICE. But the longer answer is
that you can easily build bespoke tools in Houdini to provide the exact
flavour of motion control you favour.
Houdini gives you less out of the box
I would be interested to know if Motion Creation is as easy and powerful as it
is in ICE, I can find I can do whatever I want to do for the most part in ice,
create point clouds in most any fashion, pop them in and out at any time, and
apply animated colors to them as I see fit, I would think
No worries Jonathan..
It is nevertheless interesting that non-technical artists like those coming
from C4D and AfterEffects are jumping on Houdini and some really are doing
amazing work the like we haven’t seen so may be it will be an evolution in the
sense that understanding the processes may
In any direct interaction I've had with Michael Goldfarb (Lead SideFX TD
for rigging) he's always freely admitted that rigging in Houdini is a very
technical affair. 16.5 is definitely forward motion but the UX is still a
moving target in terms of being artist friendly.
On 26 October 2017 at
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sidefx.com_forum_topic_51589_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=1f5EhqZyGjWWQhETv3T2qPmZmNdPwK9OKrOYN-4yYeI=AbAmDtGQS-8d4S_BzsXaAmYX5yyD9k6eOhmoRBEqH48=
check it out it spiraled
Would love some feedback on rigging in Houdini. Is this "nice" ?
I'm giving up a quadriped project to a mayan company because of my lack of
knowledge in rig, and because there's almost no Houdini rigger around
(France).
Hope this will change in the future.
2017-10-26 21:17 GMT+02:00 Anto Matkovic
Actually, 'regular' stuff could complain sometimes, here it happens with
missing shader parameters, not existing in new version. In H 15 I had to fix
the rig I made in H 14, because Blend object worked differently. Also custom
rig controls appeared randomly, I believe they limited number of
I wasn't intending to pick holes Jordi, so apologies if it came over that
way. But yes, be it nodal shading, nodal compositing or full featured end
to end procedural modeling and animation; nodes scare the bejesus out of a
many artists. Personally, I find nodes a more visually descriptive view of
Indeed you are right, I probably have a skewed vision due to the fact that
everyone is now exposed to Nuke (and here XSI) which have node based approaches
but may be outside is not so obvious.
I hope you have fun though. ;-)
jb
> On 26 Oct 2017, at 18:44, Jonathan Moore
Different software for different tasks and just pick the best Software
available at the time, total compartmentalization.
example ( / slashes = "or" )
Modeling (Softimage/Blender +Marvelous Deisgner) Sculpting
(Mudbox/ZBrush/Blender) Retopo (ZBrush/Houdini) UV's (semi-automated via
Houdini)
Only problem I have with Houdini is the slow viewport subdivision display
...otherwise I would use it for modelling aswell
On 26 Oct 2017 19:44, "Jonathan Moore" wrote:
> Jordi, I'm only recounting the feedback I get from the artists I support.
> Some of these artists
Jordi, I'm only recounting the feedback I get from the artists I support.
Some of these artists find nodal approaches per se as being technical.
You, I and most on this list know this not to be the case, but we have to
be considerate that not all artists are wired the same as us.
On 26 October
Could you give me an example of various stages of a production where you need
those skills? I can only see a few places where you do and others that you
might if you want to do complex stuff (like modern abstract motion graphics for
example)
Let’s also remember, only recently we have Wrangle
>
> The only way to learn a language well is to fully immerse into it, same
> thing here… Houdini is not hard any more, UX and specially a more viewport
> centric approach makes it very easy to start.
> True there is some vocabulary and weird things in a few areas but those
> come easy if you
The only way to learn a language well is to fully immerse into it, same thing
here… Houdini is not hard any more, UX and specially a more viewport centric
approach makes it very easy to start.
True there is some vocabulary and weird things in a few areas but those come
easy if you really go
Houdini is not that hard to use... What's difficult is learning their
nomenclature. They use very different terminology from other 3D
softwares and that makes it hard to find the tools you are looking for.
Once you learned what all these new terms are, it becomes so easy to
work with.
It's a
For technical reasons I had to switch to Maya, but I'm still pretty bad
with modeling ( tools looks like a plugin on top of a plugin on top of
another plugin ), and for animation I switched to Motion Builders, since
all the characters I'm working on are humans with a pretty standard rig (
except
Houdini is still to technical to even start using. Blender I have actually
looked at and it doesn't look half as bad as Maya, but it also very much
depends on where you are working or aspire to work.
Maya is a ticket to work in most places these days I guess, but it is also
certain to drive
I very much agree with the sentiment that we need to move on for various good
reasons. The problem is there still are no really good alternatives to XSI
available.
Houdini certainly looks like it will inherit the world at some point, if they
manage to get character work down, make the UI even
Hey ! Better now that I know my emails are reaching the list finally..
On 26 October 2017 at 10:34, Ognjen Vukovic wrote:
> Hey man :) hows it going.
>
> On 26 Oct 2017 10:05 a.m., "Alex Doss" wrote:
>
>> Just realized all my emails where going to the
Hey man :) hows it going.
On 26 Oct 2017 10:05 a.m., "Alex Doss" wrote:
> Just realized all my emails where going to the limbo since March...
>
>
> --
> Alex Doss
> Mobile: +31 (0) 6 5437-2515
> web: www.alexdoss.com
>
Just realized all my emails where going to the limbo since March...
--
Alex Doss
Mobile: +31 (0) 6 5437-2515
web: www.alexdoss.com
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
"when you propose a new better way of doing things,"
Well this is kinda the point. So far no one proposed better way of doing
thing,, but more other way around :)
Agree 100% with all time goes transition stuff. But same as you can;t
ignore gigs in the future you also can't ignore work that you
23 matches
Mail list logo