I'm from an old fine art degree. Proceduralism and other math / vector
thingy are the best creative things that happened to me :)
2018-05-10 21:32 GMT+02:00 Graham D. Clark :
>
> On Thu, May 10, 2018 at 4:54 AM, Alastair Hearsum <
> alast...@glassworks.co.uk> wrote:
>
On Thu, May 10, 2018 at 4:54 AM, Alastair Hearsum wrote:
> Oh dear
>
> On 02/05/2018 22:26, Jonathan Moore wrote:
>
> Those at the tail end of their career, that came from a pure fine arts
> education are at a definite disadvantage with a technical application like
>
Funny how that is. When I first got my feet wet with Houdini I had the same
feelings. I could rage about the looks of everything UI. Then something else
happened… And this is not to say that the UI/UX doesn’t need work, but while
learning the ins and outs of Houdini I started to appreciate how
Duplicate special with input graph checked on is the key to mirroring more
complex hierarchies in Maya.
That, and making sure every striking element involved in the rig needs to
be parented under a group node that is at the origin.
This group node and children is what you duplicate special with
LOL. I have the same one at home, a gift from my granny !!
On 2018-05-10 11:06, Alastair Hearsum wrote:
> that GI Light icon is like your granny's occasional table table cloth
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Thanks Olive this works much better :)
On 2018-05-10 00:27, Olivier Jeannel
wrote:
is this better ?
https://discord.gg/WeSFNAR
2018-05-09 16:35 GMT+02:00 Anto
Matkovic :
Their declared aims are commendable but as I said in another mail they
don't comprehend how far they have to go to attract the non technical
artist/animator and I don't think they appreciate how irritating the
sludgy workflow is. Don't get me started on the graphic design of the
interface;
Oh dear
On 02/05/2018 22:26, Jonathan Moore wrote:
Those at the tail end of their career, that came from a pure fine arts
education are at a definite disadvantage with a technical application
like Houdini.
--
Alastair Hearsum
Creative Director of 3d
GLASSWORKS
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