I agree, viewport subdivision interaction can be a tad annoying. I tend display Primitive Hulls when doing SubD editing as it least that way the viewport is operating to the same interaction model. The make Hulls visible command is readily available on the right hand side of the viewport but annoyingly there’s no way to assign it to a key binding. Going to submit an EFR for that one this afternoon! 😉
The delay for the first time you action SubD’s via the + key was a bug I think. I running 16.0.563 and the delay is no longer there. I just took delivery of a 1080 Ti this week so it doesn’t seem to be related to Pascal cards. I was running a Maxwell gen Titan X on display duties before, and also got that nasty delay when triggering viewport SubD’s in earlier H16 builds. But seriously Tim, EFR like crazy all the things you think are getting in the way. Their listening and being exceptionally responsive. The great thing about SideFX is that that actively seek artist feedback and RFE’s; bugs aren’t the only thing they’re interested in hearing about. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Bolland Sent: 02 April 2017 12:10 To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com> Subject: Re: Houdini 16 AutoRigging masterclass I made an RFE in the past about this but it wasn't addressed in the upgrade. I'm all for trying to use Houdini as a "traditional" modeler, but until they resolve the problems with view port subdivision I just can't see how it's possible. Unless I'm missing something or some option in the settings, currently when you use viewport subdivision and try to select polygons you can only select the original unsub'd poly hull. Making it really annoying trying to manipulate the mesh in this mode. On top of that. what's going on with the partial showing of the the subdivided edges? Either show the low-rez edges on a smooth surface (like the default Softimage / maya etc settings) or show all of the new sub-d edges on a smooth surface(an option in soft). Currently it looks like Houdini picks and chooses when to show the extra detail and when not too. Finally, and maybe this is just my graphics card/driver (GTX 1080) but swapping between subdivided and non-subdivided takes longer than I think is acceptable, even on low rez meshes there is a noticeable pause. If what I'm saying isn't clear I'm happy to provide examples. I love what the team has done over the last few years, and the new network upgrades are great, but interactive modelling responsiveness should be next on the list. Regards, Tim _____ From: <mailto:softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com < <mailto:softimage-boun...@listproc.autodesk.com> softimage-boun...@listproc.autodesk.com> on behalf of Jonathan Moore < <mailto:jonathan.moo...@gmail.com> jonathan.moo...@gmail.com> Sent: 01 April 2017 17:06 To: <mailto:softimage@listproc.autodesk.com> softimage@listproc.autodesk.com Subject: Houdini 16 AutoRigging masterclass Michael Goldfarb (Senior Technical Director at SideFX) talking though the new AutoRigging tools in Houdini 16 <https://www.sidefx.com/tutorials/autorigging-masterclass/> https://www.sidefx.com/tutorials/autorigging-masterclass/ <https://www.sidefx.com/tutorials/autorigging-masterclass/> AutoRig Tools Masterclass | SideFX <http://www.sidefx.com> www.sidefx.com Houdini 16 includes the new modular Autorigs system. This masterclass provides an introduction to the tools and demonstrates a complete workflow starting with an imported character mesh all the way to a Digital Asset that is ready for animation. I was chatting with Michael on the Discord server and he mentioned that he’s very interested in RFE’s regarding both Houdini’s enhanced rigging tools and rigging workflows in general. If anybody has any ideas about rigging improvements let me know or post the RFE directly. We also discussed poly modelling in Houdini and how sometimes destructive poly modelling (regularly deleting history) is preferred as it can be a far more fluid way to initially create assets. I like to model assets destructively as a first pass and then if the asset can benefit from procedurally based variations, recreate it in Houdini in a more structured manner. Because of the improvements to the modelling tools in H15-H16 I find I’m attempting I model ‘destructively’ in Houdini too but I think Houdini could be improved to help make this workflow more fluid. Michael is also interested in RFE’s here too so if anybody has thoughts on this too, let me know.
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