im just impressed they put that whole game together with a particle plugin!

On Fri, Sep 14, 2012 at 10:01 AM, Marc Brinkley
<marc.brink...@microsoft.com> wrote:
> Since its Friday in OZ and people need a little SI love
>
>
>
> http://www.youtube.com/watch?v=gSvgYb59YeA
>
>
>
> Nice little behind the scenes video here from the upcoming fighting game
> Dead or Alive 5. (Which is considered to be one of the best fighting games
> made)
>
>
>
> _______________________________________________________________________________
>
> Marc Brinkley
>
> GO GO GO
>
> Microsoft Studios
>
> I got my Mojo working
>
> marc.brinkley [at] microsoft.com
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
> Sent: Thursday, September 13, 2012 5:54 PM
>
>
> To: softimage@listproc.autodesk.com
> Subject: Re: In case you missed it..
>
>
>
> I find it amazing that XSI, once considered the laughingstock of the dcc
> animation apps with respect to its particle system is now surviving mostly
> because of the strength of its particle system.
>
> And the irony of course is, ICE is not really a particle system and
> marketing it as such has always been shortsighted.
>
>
>
> ICE is a custom operator construction kit. Particles effects are merely one
> output you can get from the system.
>
>
>
> On Thu, Sep 13, 2012 at 7:40 PM, Nick Angus <n...@altvfx.com> wrote:
>
> I should have clarified, I meant Houdini only for
> assembly/effects/rendering, certainly not for modelling/rigging/animation…
>
>
>
> N
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
> Fragapane
> Sent: Friday, 14 September 2012 10:32 AM
>
>
> To: softimage@listproc.autodesk.com
> Subject: Re: In case you missed it..
>
>
>
> I've got to say I'm puzzled by the threats to drop AD products to move to
> Houdini if they were to discontinue Soft.
>
>
>
> Houdini is a great software for a number of reasons, and has a broad range
> of applications, not to mention probably the most open and solid approach to
> assets out there. I do keep eyes on it regularly, every release, and I used
> it in the past for more than a handful of shots.
>
> That said, do the people making these threats work on a relatively narrow
> type of shots? Because there is much where Houdini simply can't hold onto a
> market, not in terms of dialogue with the client base (which is somewhat
> narrowly focused for the largest part), nor in terms of features and actual
> turn around time for a task.
>
> Character tools in Houdini in example are daunting to put together, and
> performance, even when you try and squeeze every frame out of it, is simply
> not there.
> While I'd probably love the troubleshooting, asset cobbling and technical
> animation process in Houdini, if I was asked to turn around an animation rig
> in it, even without considering the sheer amount of tools and API work we
> layered on top of XSI or Maya, I'd have to literally triple my quotes, and
> would be very hard pressed finding any competent staff with some domain
> knowledge to take on it.
>
> We all like to say that the application isn't important, skills are portable
> and so on, and to an extent it's true, but the whole extent of rigging,
> shaving the development edges off, is largely domain knowledge of the app,
> and in Houdini's case even more so, because it might be transparent and
> intuitive for somebody approaching it from the right angle, but it's a very
> hard software to migrate button pushers to, and still more than a small
> challenge to find your way through if you come from Max, Maya or Soft.
>
> It was simply never taken far along enough the rigging and animation route
> by enough people for the tools to get there. Even Maya, with its current
> unbelievably tall stash of broken nuggets and idiosyncrasies, is a much more
> well rounded tool for that.
>
> The shops that tried to have it end to end have -all- tanked (of course not
> because of Houdini, but it does mean no single client ever pushed them
> consistently in those regards for longer than a year or two), and if you ask
> the very, very large number of people around here who had their induction to
> Houdini in DrD (which also tanked) for things other than FX, the majority I
> talked to literally said they would turn down a job rather than light a shot
> in Houdini again (as did anmators from CORE when we took them on for
> Charlotte's web years ago when I was in RSP).
>
> The few who actually enjoyed it tend to be those who had extensive
> troubleshooting in their responsibilities, or were more than a bit of the
> technical persuasion.
>
> That's the problem I have with this monopoly, and with the competing offers
> coming out. Like it or not there are TWO truly character and animation
> capable applications suitable for the mid-sized team and up, and that's Soft
> and Maya, and it shows that that market is cornered, because it's been
> stagnating for years.
>
> So, go ahead, try to pull together a functional rig and then animate it in
> Houdini, and let me know how it goes. I did, several times, and while I
> enjoyed the process, and would like to believe I have the foundations
> knowledge to deal with a software like H, it's a long hard walk to get
> things out, with many missing tools in the way.
>
> Yes, you can quickly cook up a VOP or a SOP of some description to do many
> of those things, but then when you're restricting the domain to such a small
> patch, ICE will smoke the hell out of any other app for such things anyway,
> so why would I want to use something other than Soft if that was my thing?
> And on top of that Soft piles up tool after tool and UI for skinning and
> deformations that, while long uncared for, are still best of breed. And it's
> a sad statement that Soft's skinning/weighting toolsuite is the best OOTB
> experience out there, because it's been practically untouched since 1.5.
>
>

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