Re: H14 is out !

2015-01-25 Thread Demian Kurejwowski
Houdini comes with way more extensive ways.you can work with one mantra node 
for each pass. where in the mantra node you can put what are the objects you 
want to see, witch ones to matte.  or phantoms (matte but reflect and refract). 
   with the mantra node you can Split the channels as color, diffuse, gi, 
shadows, reflection, custom shaders etc.. (you can pass an object attribute to 
the render)
the other way to work. that will be similar to xsi is using takes.  takes are a 
basically a list of parameters in the hole scene that get override at render 
time.  and you can make you own settings,  copy them,  you can even have one 
take and extend that take just like a programming class.  and they are very 
easy to use them,   just turn the check box on the top right interface 
autotakes, create a take, give it a name in the take tab,  and start moving 
parameters,  each one of this will change color to a light Brown letting you 
know that in that particular take that you are working on as been modify.
modo took the same approach of doing takes. (a Little more convoluted i think.)

or you can go hardcore and mix and match takes with mantra nodes =)
 

 El Jueves, 22 de enero, 2015 16:59:48, Jordi Bares Dominguez 
jordiba...@gmail.com escribió:
   

 You have a very good passes system but you don’t have Overrides like you have 
in Softimage although you can simulate some of that behaviour using takes and 
other approaches.
Also at shader level you can setup quite a sophisticated passes system so it is 
not as simple and beautiful/elegant as Soft but is the best you can get.
The Softimage to Houdini guide I wrote has quite a long chapter on the subject;
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166
hope it helps
jb

On 22 Jan 2015, at 22:08, Kris Rivel krisri...@gmail.com wrote:
What's the status of Houdini and/or other apps in terms of render passes, etc.? 
I just love me some passes and overrides and have been using them insanely for 
years. I'm terrified to try and work without them.
Kris
On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

Be ready to have someone write some help if you ever do, without a decent 
system to reduce them to sparse data and to work do the work GPU side 800 
shapes move at the speed of a brick chained to a column, especially in Maya :) 
XSI 5 however was managing it respectably well already on Pentium III and 4s 
back then :)

On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com wrote:

Thanks Raff,

I have used both techniques but never heard some of those terms ICE made 
doing this work much easier for me.

I have never ended up with 800 shapes but give me the time and the budget 
and that sounds like a blast :)

On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

You can blame Bay Raitt for some of the names being thrown around, and the LISP 
community he grew up in :)

Combination sculpting comes in two flavors, FACS based, with expressions tabled 
out and combinations being largely corrective and flattened out, and twitch 
based, with shapes representing individual muscles as roots, combinations of 
nearby muscles in couples or triplets as first branch, and so on to full face 
compensation, usually you stop at tier three or four, which can easily get you 
hundreds of shapes (Charlotte in Charlotte's web was twitch combinations and 
amounted to 802 shapes, Gollum in return of the kind was FACS and I think Bay 
ended up in the 820 or so range in the end).

You can use something like stretch mesh (or ideally better) equalisation 
process after that to reduce drift if you're in a hurry with the broad strokes.

Combinatorics are shapes that bridge two other shapes by correcting their 
conflict (additive) rather than by replacing them (you can combine with C = 
abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's 
intensity from A and B).

On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com wrote:

We (Brad did all the ICE magic) worked up some pretty niffy tricks for our head 
tech demo.
We could pose our head which was a slightly enhanced FR rig export a reference 
head into ZB... bring it back into soft the subtract the the deforms of the 
mesh and reapply only the differences from the corrective shape.

Point drift is caused most of the time by subdividing the model in Zbrush. If 
you do a subdivision in Z all your base point will shift.   In our case the 
mesh was dense enough that was not an issue, we could still clearly see the 
forms without subdividing while in Zbrush. Brad wired up a ICE tree for the 
imported corrective shapes to be triggered by pulling different distances from 
the rig. Of course drift can happen from someone moving points they have no 
business of moving, or even worse they move points in the wrong direction for 
the correction or shape. I always work in a stepped process to avoid 

Re: H14 is out !

2015-01-22 Thread Cristobal Infante
Hi Kris,

It's very powerful indeed, check this out:

http://vimeo.com/98484834

On Thursday, 22 January 2015, Eric Turman i.anima...@gmail.com wrote:

 It was a different mindset compared to Softimage, but even back in 2006 on
 The Ant Bully the ROPs were very powerful and easy to transfer between
 scenes. I haven't looked into them lately though.

 On Thu, Jan 22, 2015 at 2:14 PM, Chris Johnson chr...@topixfx.com
 javascript:_e(%7B%7D,'cvml','chr...@topixfx.com'); wrote:

 It's been a while and I didn't use them extensively but Houdini has quite
 a robust render pass element to it.

 On Thu, Jan 22, 2015 at 3:08 PM, Kris Rivel krisri...@gmail.com
 javascript:_e(%7B%7D,'cvml','krisri...@gmail.com'); wrote:

 What's the status of Houdini and/or other apps in terms of render
 passes, etc.? I just love me some passes and overrides and have been using
 them insanely for years. I'm terrified to try and work without them.

 Kris



 --




 -=T=-



Re: H14 is out !

2015-01-22 Thread Jordi Bares Dominguez
You have a very good passes system but you don’t have Overrides like you have 
in Softimage although you can simulate some of that behaviour using takes and 
other approaches.

Also at shader level you can setup quite a sophisticated passes system so it is 
not as simple and beautiful/elegant as Soft but is the best you can get.

The Softimage to Houdini guide I wrote has quite a long chapter on the subject;

http://www.sidefx.com/index.php?option=com_contenttask=viewid=2711Itemid=166

hope it helps

jb

 On 22 Jan 2015, at 22:08, Kris Rivel krisri...@gmail.com wrote:
 
 What's the status of Houdini and/or other apps in terms of render passes, 
 etc.? I just love me some passes and overrides and have been using them 
 insanely for years. I'm terrified to try and work without them.
 
 Kris
 
 On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:
 Be ready to have someone write some help if you ever do, without a decent 
 system to reduce them to sparse data and to work do the work GPU side 800 
 shapes move at the speed of a brick chained to a column, especially in Maya 
 :) XSI 5 however was managing it respectably well already on Pentium III and 
 4s back then :)
 
 On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com 
 mailto:g...@janimation.com wrote:
 Thanks Raff,
 
 I have used both techniques but never heard some of those terms ICE made 
 doing this work much easier for me.
 
 I have never ended up with 800 shapes but give me the time and the budget 
 and that sounds like a blast :)
 
 
 On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:
 You can blame Bay Raitt for some of the names being thrown around, and the 
 LISP community he grew up in :)
 
 Combination sculpting comes in two flavors, FACS based, with expressions 
 tabled out and combinations being largely corrective and flattened out, and 
 twitch based, with shapes representing individual muscles as roots, 
 combinations of nearby muscles in couples or triplets as first branch, and so 
 on to full face compensation, usually you stop at tier three or four, which 
 can easily get you hundreds of shapes (Charlotte in Charlotte's web was 
 twitch combinations and amounted to 802 shapes, Gollum in return of the kind 
 was FACS and I think Bay ended up in the 820 or so range in the end).
 
 You can use something like stretch mesh (or ideally better) equalisation 
 process after that to reduce drift if you're in a hurry with the broad 
 strokes.
 
 Combinatorics are shapes that bridge two other shapes by correcting their 
 conflict (additive) rather than by replacing them (you can combine with C = 
 abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's 
 intensity from A and B).
 
 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com 
 mailto:g...@janimation.com wrote:
 We (Brad did all the ICE magic) worked up some pretty niffy tricks for our 
 head tech demo.
 
 We could pose our head which was a slightly enhanced FR rig export a 
 reference head into ZB... bring it back into soft the subtract the the 
 deforms of the mesh and reapply only the differences from the corrective 
 shape.
 
 Point drift is caused most of the time by subdividing the model in Zbrush. If 
 you do a subdivision in Z all your base point will shift.   In our case the 
 mesh was dense enough that was not an issue, we could still clearly see the 
 forms without subdividing while in Zbrush. Brad wired up a ICE tree for the 
 imported corrective shapes to be triggered by pulling different distances 
 from the rig. Of course drift can happen from someone moving points they have 
 no business of moving, or even worse they move points in the wrong direction 
 for the correction or shape. I always work in a stepped process to avoid this 
 for shapes, whether I sent to Zbrush or not. I am at first only focused on 
 how the point mass moves first. I try to get this done with as few 
 proportional moves as possible. Then I test the motion in Soft and on the 
 rig.,  take a look at what it looks like with the jaw open etc. Then I slowly 
 massage the shapes into place checking the sculpt in action
 
 I don't remember if the zbrush link busts your rig, in our case the workflow 
 was to use separate reference geo.
 
 It is better if it when done all under one roof but if my point count goes 
 high enough  I will jump through a few hoops to get to a better point 
 manipulator. 
 
 Raf I have never heard the term combinatorics before, and when I looked it up 
 I could not find any references that clearly showed me how it applied to 
 shape animation or rigging. Can you point me to a reference that might help 
 fill in my knowledge gap  : )
 
 Also Eric,  I had heard of folks having a different neutral vs skinning pose 
 but I have not really seen a good explanation of the idea. I have 

Re: H14 is out !

2015-01-22 Thread Kris Rivel
What's the status of Houdini and/or other apps in terms of render passes,
etc.? I just love me some passes and overrides and have been using them
insanely for years. I'm terrified to try and work without them.

Kris

On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Be ready to have someone write some help if you ever do, without a decent
 system to reduce them to sparse data and to work do the work GPU side 800
 shapes move at the speed of a brick chained to a column, especially in Maya
 :) XSI 5 however was managing it respectably well already on Pentium III
 and 4s back then :)

 On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com
 wrote:

 Thanks Raff,

 I have used both techniques but never heard some of those terms ICE
 made doing this work much easier for me.

 I have never ended up with 800 shapes but give me the time and the
 budget and that sounds like a blast :)


 On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and
 the LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with expressions
 tabled out and combinations being largely corrective and flattened out, and
 twitch based, with shapes representing individual muscles as roots,
 combinations of nearby muscles in couples or triplets as first branch, and
 so on to full face compensation, usually you stop at tier three or four,
 which can easily get you hundreds of shapes (Charlotte in Charlotte's web
 was twitch combinations and amounted to 802 shapes, Gollum in return of the
 kind was FACS and I think Bay ended up in the 820 or so range in the end).

 You can use something like stretch mesh (or ideally better) equalisation
 process after that to reduce drift if you're in a hurry with the broad
 strokes.

 Combinatorics are shapes that bridge two other shapes by correcting
 their conflict (additive) rather than by replacing them (you can combine
 with C = abs(A-B) in the former, or suplant with C = abs(A-B) and then
 subtract C's intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked
 it up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which 
 might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't
 do combination sculpting on the final shape half the time if you're
 sensible and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work
 after coming back in because by the nature of ZBrush you will have shit
 drifting all over the place. When 

Re: H14 is out !

2015-01-22 Thread Eric Turman
It was a different mindset compared to Softimage, but even back in 2006 on
The Ant Bully the ROPs were very powerful and easy to transfer between
scenes. I haven't looked into them lately though.

On Thu, Jan 22, 2015 at 2:14 PM, Chris Johnson chr...@topixfx.com wrote:

 It's been a while and I didn't use them extensively but Houdini has quite
 a robust render pass element to it.

 On Thu, Jan 22, 2015 at 3:08 PM, Kris Rivel krisri...@gmail.com wrote:

 What's the status of Houdini and/or other apps in terms of render passes,
 etc.? I just love me some passes and overrides and have been using them
 insanely for years. I'm terrified to try and work without them.

 Kris



-- 




-=T=-


Re: H14 is out !

2015-01-22 Thread Chris Johnson
It's been a while and I didn't use them extensively but Houdini has quite a
robust render pass element to it.

On Thu, Jan 22, 2015 at 3:08 PM, Kris Rivel krisri...@gmail.com wrote:

 What's the status of Houdini and/or other apps in terms of render passes,
 etc.? I just love me some passes and overrides and have been using them
 insanely for years. I'm terrified to try and work without them.

 Kris

 On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Be ready to have someone write some help if you ever do, without a decent
 system to reduce them to sparse data and to work do the work GPU side 800
 shapes move at the speed of a brick chained to a column, especially in Maya
 :) XSI 5 however was managing it respectably well already on Pentium III
 and 4s back then :)

 On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com
 wrote:

 Thanks Raff,

 I have used both techniques but never heard some of those terms ICE
 made doing this work much easier for me.

 I have never ended up with 800 shapes but give me the time and the
 budget and that sounds like a blast :)


 On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and
 the LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with
 expressions tabled out and combinations being largely corrective and
 flattened out, and twitch based, with shapes representing individual
 muscles as roots, combinations of nearby muscles in couples or triplets as
 first branch, and so on to full face compensation, usually you stop at tier
 three or four, which can easily get you hundreds of shapes (Charlotte in
 Charlotte's web was twitch combinations and amounted to 802 shapes, Gollum
 in return of the kind was FACS and I think Bay ended up in the 820 or so
 range in the end).

 You can use something like stretch mesh (or ideally better)
 equalisation process after that to reduce drift if you're in a hurry with
 the broad strokes.

 Combinatorics are shapes that bridge two other shapes by correcting
 their conflict (additive) rather than by replacing them (you can combine
 with C = abs(A-B) in the former, or suplant with C = abs(A-B) and then
 subtract C's intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work 
 in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try 
 to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with 
 the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I
 looked it up I could not find any references that clearly showed me how it
 applied to shape animation or rigging. Can you point me to a reference 
 that
 might help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs
 skinning pose but I have not really seen a good explanation of the idea. I
 have modified a sculpt to be better for rigging, but that shape then
 becomes my base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in
 isolation, you tweak a base and need to see the result on the 
 combination,
 which might be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't
 do combination sculpting on the final shape half the time if you're
 sensible and can't waste a lot 

Re: H14 is out !

2015-01-18 Thread Raffaele Fragapane
Be ready to have someone write some help if you ever do, without a decent
system to reduce them to sparse data and to work do the work GPU side 800
shapes move at the speed of a brick chained to a column, especially in Maya
:) XSI 5 however was managing it respectably well already on Pentium III
and 4s back then :)

On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz g...@janimation.com wrote:

 Thanks Raff,

 I have used both techniques but never heard some of those terms ICE
 made doing this work much easier for me.

 I have never ended up with 800 shapes but give me the time and the
 budget and that sounds like a blast :)


 On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and
 the LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with expressions
 tabled out and combinations being largely corrective and flattened out, and
 twitch based, with shapes representing individual muscles as roots,
 combinations of nearby muscles in couples or triplets as first branch, and
 so on to full face compensation, usually you stop at tier three or four,
 which can easily get you hundreds of shapes (Charlotte in Charlotte's web
 was twitch combinations and amounted to 802 shapes, Gollum in return of the
 kind was FACS and I think Bay ended up in the 820 or so range in the end).

 You can use something like stretch mesh (or ideally better) equalisation
 process after that to reduce drift if you're in a hurry with the broad
 strokes.

 Combinatorics are shapes that bridge two other shapes by correcting their
 conflict (additive) rather than by replacing them (you can combine with C =
 abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
 intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked
 it up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat 

Re: H14 is out !

2015-01-17 Thread Eric Thivierge
I didn't think you could send a rigged mesh back and forth between
Softimage and Zbrush, or when you send to zbrush, I didn't think it'd
replace the rigged mesh in your scene. Always thought it had to be a stand
alone mesh, or when it did come back, it'd be one.

I do think you need to have the rigged mesh in the same app you're doing
your blend shapes in. Otherwise, you're sculpting shapes that will work in
a neutral pose and when you go to deform it with your skinning in a pose
you may end up with artifacts. One cool thing about Soft, is that you can
set one viewport to show you results of the stack in modeling, then in one
that is the full deform. Pushing and pulling points in the neutral and
seeing the results of that in the pose.

Since the final character deformation is the conglomeration of different
deformers, you can get better mileage out of each one if you do edits on
them while seeing the final results. The consequence of not, is that you
have to sculpt many in-between shapes and pose by pose correctives that you
may not have needed to if you front load the work and iterations when
building them up in the first place.


Eric Thivierge
http://www.ethivierge.com

On Sat, Jan 17, 2015 at 12:16 PM, Greg Punchatz g...@janimation.com wrote:

 Raff while what you say is true about needing to check the results of your
 sculpts in combination with with other shapes and deformers. There is no
 reason those edits should not be done in the tool-set best suited to sculpt.

 Using something like Zaplink or a few scripts can make the back and forth
 seamless.  ICE made it so much easier to to pose based deformations and
 corrective shapes using Zbrush to edit.

 That being said I still do a great bit of my shape work in soft, unless
 its a very dense mesh, then I whip out the Z





Re: H14 is out !

2015-01-17 Thread Raffaele Fragapane
If you're doing combinatorics you don't model the shapes in isolation, you
tweak a base and need to see the result on the combination, which might be
one to four tiers of combinations away.
You don't do combination sculpting without the rig because you don't do
combination sculpting on the final shape half the time if you're sensible
and can't waste a lot of time in kickbacks.

Doing shapes in ZBrush is doable, but they all need a lot of work after
coming back in because by the nature of ZBrush you will have shit drifting
all over the place. When they will add more than a single morph and a few
simple vector operations to wire the morphs it will then be the ultimate
tool for it, right now it's like trying to drive a truck out of a parking
lot with a small gate. Blindfolded. On iced out ground. With a monkey
hitting you on the head with a baseball bat every five seconds. Technically
doable, but not worth the bother unless you get to show the mental
breakdowns on TV and cash them in :)

If you're doing cartoony or largely procedurally shaded stuff you can take
a fair amount of drift. if you're doing something that has hundreds of
rigid scales or precisely styled hair bound to the UV space it's an
unmitigated disaster when you don't have something like Soft (or a shitton
of stuff piled on top of Maya) around to do the work.

On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz g...@janimation.com wrote:

 Raff while what you say is true about needing to check the results of your
 sculpts in combination with with other shapes and deformers. There is no
 reason those edits should not be done in the tool-set best suited to sculpt.

 Using something like Zaplink or a few scripts can make the back and forth
 seamless.  ICE made it so much easier to to pose based deformations and
 corrective shapes using Zbrush to edit.

 That being said I still do a great bit of my shape work in soft, unless
 its a very dense mesh, then I whip out the Z

 On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The problem with ZBrush, or any modelling app that doesn't have your full
 rig in it, is that for things like combination sculpting they are useless,
 because you need to see multiple timelines of the shapes converging as you
 refine them for the result to be any good. It's also a ton easier to get
 combinatorics started in Soft since you can start any shape from any number
 of others with ICE. I so miss that in any other app (that last bit is
 literally the only one where Houdini could compete or even surpass Soft,
 actually, though it's somewhat painful to wrangle the shit together when
 you hit a certain degree of complexity and you end up spending more time
 making an uber rig than you do working the shapes' alignment).

 On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 Thanks for the notes, there has been quite a lot of changes but it is
 true there are a few of your comments still pending, the most pressing to
 me is speed and the viewport needs still lots of love.

 BTW, I was not advocating to use Houdini for modelling though, rather
 use Zbrush to be honest and now that Zbrush is getting closer to a full set
 of traditional modelling tools it is pretty obvious it is the route to go.

 My feeling is that character work is certainly more painful but at least
 you get some serious gains and unfortunately there are no options so we are
 in a transition moment.

 So far they are listening and moving forward so I will stick to Houdini
 for the time being and keep an eye on others.

 :-)

 jb


 On 16 Jan 2015, at 21:28, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 A lot of quality rigging, despite piles of papers trying to sell the
 public on the contrary, is still manually tweaked. Taking things out of the
 app where you have the full rig makes authoring a major pain. The most
 basic example is shapes, doing shapes work in XSI for something like a
 combination sculpting setup was as easy as it got, especially after ICE.
 The way data is presented and accessible, the speed on large meshes, the
 modelling toolkit, it all lent itself to that kind of work in a perfect
 storm scenario.
 Doing the same in Maya, comparatively, is beyond painful and requires a
 pretty big staging effort to separate work and write accessory tools, in
 Houdini you don't even have a particularly intuitive modelling toolkit, and
 the handling of large meshes was pretty meh with it (at least up to 12, it
 seems to be getting better and promising to be getting better again).

 The toolkit in general is pretty hard to impossible to give to a
 modeller with little inclination to learn something like Houdini, while
 with both Maya and Soft that's not a big challenge.

 I haven't tried the muscle system in a while, so my comment might be
 dated to the point of not being valid, but the last time I did it was a bit
 of a joke. No arbitrary topology for the deformers unless you 

Re: H14 is out !

2015-01-17 Thread Greg Punchatz
We (Brad did all the ICE magic) worked up some pretty niffy tricks for our
head tech demo.

We could pose our head which was a slightly enhanced FR rig export a
reference head into ZB... bring it back into soft the subtract the the
deforms of the mesh and reapply only the differences from the corrective
shape.

Point drift is caused most of the time by subdividing the model in Zbrush.
If you do a subdivision in Z all your base point will shift.   In our case
the mesh was dense enough that was not an issue, we could still clearly see
the forms without subdividing while in Zbrush. Brad wired up a ICE tree for
the imported corrective shapes to be triggered by pulling different
distances from the rig. Of course drift can happen from someone moving
points they have no business of moving, or even worse they move points in
the wrong direction for the correction or shape. I always work in a stepped
process to avoid this for shapes, whether I sent to Zbrush or not. I am at
first only focused on how the point mass moves first. I try to get this
done with as few proportional moves as possible. Then I test the motion in
Soft and on the rig.,  take a look at what it looks like with the jaw open
etc. Then I slowly massage the shapes into place checking the sculpt in
action

I don't remember if the zbrush link busts your rig, in our case the
workflow was to use separate reference geo.

It is better if it when done all under one roof but if my point count goes
high enough  I will jump through a few hoops to get to a better point
manipulator.

Raf I have never heard the term combinatorics before, and when I looked it
up I could not find any references that clearly showed me how it applied
to shape animation or rigging. Can you point me to a reference that might
help fill in my knowledge gap  : )

Also Eric,  I had heard of folks having a different neutral vs skinning
pose but I have not really seen a good explanation of the idea. I have
modified a sculpt to be better for rigging, but that shape then becomes my
base shape. What is the difference?



On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation, you
 tweak a base and need to see the result on the combination, which might be
 one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat every five seconds. Technically
 doable, but not worth the bother unless you get to show the mental
 breakdowns on TV and cash them in :)

 If you're doing cartoony or largely procedurally shaded stuff you can take
 a fair amount of drift. if you're doing something that has hundreds of
 rigid scales or precisely styled hair bound to the UV space it's an
 unmitigated disaster when you don't have something like Soft (or a shitton
 of stuff piled on top of Maya) around to do the work.

 On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz g...@janimation.com
 wrote:

 Raff while what you say is true about needing to check the results of
 your sculpts in combination with with other shapes and deformers. There is
 no reason those edits should not be done in the tool-set best suited to
 sculpt.

 Using something like Zaplink or a few scripts can make the back and forth
 seamless.  ICE made it so much easier to to pose based deformations and
 corrective shapes using Zbrush to edit.

 That being said I still do a great bit of my shape work in soft, unless
 its a very dense mesh, then I whip out the Z

 On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 The problem with ZBrush, or any modelling app that doesn't have your
 full rig in it, is that for things like combination sculpting they are
 useless, because you need to see multiple timelines of the shapes
 converging as you refine them for the result to be any good. It's also a
 ton easier to get combinatorics started in Soft since you can start any
 shape from any number of others with ICE. I so miss that in any other app
 (that last bit is literally the only one where Houdini could compete or
 even surpass Soft, actually, though it's somewhat painful to wrangle the
 shit together when you hit a certain degree of complexity and you end up
 spending more time making an uber rig than you do working the shapes'
 alignment).

 On Fri, Jan 16, 2015 at 11:27 

Re: H14 is out !

2015-01-17 Thread Jordi Bares Dominguez

 On 17 Jan 2015, at 21:59, Greg Punchatz g...@janimation.com wrote:
 
 Also Eric,  I had heard of folks having a different neutral vs skinning pose 
 but I have not really seen a good explanation of the idea. I have modified a 
 sculpt to be better for rigging, but that shape then becomes my base shape. 
 What is the difference?


Animation transfer between characters is my main reason.

Re: H14 is out !

2015-01-17 Thread Graham D. Clark
On Thu, Jan 15, 2015 at 1:44 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
 Have any of the Softy Houdini converts noticed new features you requested ?


They already put a lot of our soft requests in there many years ago
like netview, similarities to rendertree, etc. ;)
-- 
Graham D Clark, VP/Head of Stereography, Stereo D, Deluxe
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark


Re: H14 is out !

2015-01-17 Thread Jordi Bares Dominguez
I am preparing a list as many of these come from direct feedback from some of 
us.

To name a few, animator editor has been revamped in quite a major way, 
animation layers, viewport enhancements, manipulation enhancements (edge loops, 
etc…) shortcuts and interaction. color picker, etc…

Regarding the net view, there has been one similar and also pretty left behind 
the times net view-like tool but I think you want to invest in the new QT 
interface, just check the tutorial on characters.

enjoy

jb

 On 17 Jan 2015, at 22:16, Graham D. Clark mailgrahamdcl...@gmail.com wrote:
 
 On Thu, Jan 15, 2015 at 1:44 PM, Sebastien Sterling
 sebastien.sterl...@gmail.com wrote:
 Have any of the Softy Houdini converts noticed new features you requested ?
 
 
 They already put a lot of our soft requests in there many years ago
 like netview, similarities to rendertree, etc. ;)
 -- 
 Graham D Clark, VP/Head of Stereography, Stereo D, Deluxe
 phone: why-I-stereo
 http://www.linkedin.com/in/grahamclark




Re: H14 is out !

2015-01-17 Thread Jordi Bares Dominguez
I am in the same camp, I don’t see Houdini as my modeller, the same way I don’t 
see Maya nor Softimage as my modeller although IMHO Softimage is certainly the 
best in breed for this kind of work.

jb

 On 17 Jan 2015, at 21:59, Greg Punchatz g...@janimation.com wrote:
 
 We (Brad did all the ICE magic) worked up some pretty niffy tricks for our 
 head tech demo.
 
 We could pose our head which was a slightly enhanced FR rig export a 
 reference head into ZB... bring it back into soft the subtract the the 
 deforms of the mesh and reapply only the differences from the corrective 
 shape.
 
 Point drift is caused most of the time by subdividing the model in Zbrush. If 
 you do a subdivision in Z all your base point will shift.   In our case the 
 mesh was dense enough that was not an issue, we could still clearly see the 
 forms without subdividing while in Zbrush. Brad wired up a ICE tree for the 
 imported corrective shapes to be triggered by pulling different distances 
 from the rig. Of course drift can happen from someone moving points they have 
 no business of moving, or even worse they move points in the wrong direction 
 for the correction or shape. I always work in a stepped process to avoid this 
 for shapes, whether I sent to Zbrush or not. I am at first only focused on 
 how the point mass moves first. I try to get this done with as few 
 proportional moves as possible. Then I test the motion in Soft and on the 
 rig.,  take a look at what it looks like with the jaw open etc. Then I slowly 
 massage the shapes into place checking the sculpt in action
 
 I don't remember if the zbrush link busts your rig, in our case the workflow 
 was to use separate reference geo.
 
 It is better if it when done all under one roof but if my point count goes 
 high enough  I will jump through a few hoops to get to a better point 
 manipulator. 
 
 Raf I have never heard the term combinatorics before, and when I looked it up 
 I could not find any references that clearly showed me how it applied to 
 shape animation or rigging. Can you point me to a reference that might help 
 fill in my knowledge gap  : )
 
 Also Eric,  I had heard of folks having a different neutral vs skinning pose 
 but I have not really seen a good explanation of the idea. I have modified a 
 sculpt to be better for rigging, but that shape then becomes my base shape. 
 What is the difference?
 
 
 
 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:
 If you're doing combinatorics you don't model the shapes in isolation, you 
 tweak a base and need to see the result on the combination, which might be 
 one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do 
 combination sculpting on the final shape half the time if you're sensible and 
 can't waste a lot of time in kickbacks.
 
 Doing shapes in ZBrush is doable, but they all need a lot of work after 
 coming back in because by the nature of ZBrush you will have shit drifting 
 all over the place. When they will add more than a single morph and a few 
 simple vector operations to wire the morphs it will then be the ultimate tool 
 for it, right now it's like trying to drive a truck out of a parking lot with 
 a small gate. Blindfolded. On iced out ground. With a monkey hitting you on 
 the head with a baseball bat every five seconds. Technically doable, but not 
 worth the bother unless you get to show the mental breakdowns on TV and cash 
 them in :)
 
 If you're doing cartoony or largely procedurally shaded stuff you can take a 
 fair amount of drift. if you're doing something that has hundreds of rigid 
 scales or precisely styled hair bound to the UV space it's an unmitigated 
 disaster when you don't have something like Soft (or a shitton of stuff piled 
 on top of Maya) around to do the work.
 
 On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz g...@janimation.com 
 mailto:g...@janimation.com wrote:
 Raff while what you say is true about needing to check the results of your 
 sculpts in combination with with other shapes and deformers. There is no 
 reason those edits should not be done in the tool-set best suited to sculpt.
 
 Using something like Zaplink or a few scripts can make the back and forth 
 seamless.  ICE made it so much easier to to pose based deformations and 
 corrective shapes using Zbrush to edit.
 
 That being said I still do a great bit of my shape work in soft, unless its a 
 very dense mesh, then I whip out the Z
 
 On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:
 The problem with ZBrush, or any modelling app that doesn't have your full rig 
 in it, is that for things like combination sculpting they are useless, 
 because you need to see multiple timelines of the shapes converging as you 
 refine them for the result to be any good. It's also a ton easier to get 
 

Re: H14 is out !

2015-01-17 Thread Eric Thivierge
Hey Greg,

What I was referring to is to sculpt shapes on the base (neutral) model,
and be able to see it at the same time in the rigged pose. Each view port
in Softimage has the ability to change Construction Mode Display. Set to
current and make sure you're in modeling mode and that viewport will be
looking at the non-deformed model. Create your shapes there and tweak as
needed. On another viewport keep it set to Result (top) and pose the
character and you'll see the full deformed / posed rig.


Eric Thivierge
http://www.ethivierge.com



 Raf I have never heard the term combinatorics before, and when I looked it
 up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?




Re: H14 is out !

2015-01-17 Thread Raffaele Fragapane
You can blame Bay Raitt for some of the names being thrown around, and the
LISP community he grew up in :)

Combination sculpting comes in two flavors, FACS based, with expressions
tabled out and combinations being largely corrective and flattened out, and
twitch based, with shapes representing individual muscles as roots,
combinations of nearby muscles in couples or triplets as first branch, and
so on to full face compensation, usually you stop at tier three or four,
which can easily get you hundreds of shapes (Charlotte in Charlotte's web
was twitch combinations and amounted to 802 shapes, Gollum in return of the
kind was FACS and I think Bay ended up in the 820 or so range in the end).

You can use something like stretch mesh (or ideally better) equalisation
process after that to reduce drift if you're in a hurry with the broad
strokes.

Combinatorics are shapes that bridge two other shapes by correcting their
conflict (additive) rather than by replacing them (you can combine with C =
abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
intensity from A and B).

On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for our
 head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in Zbrush.
 If you do a subdivision in Z all your base point will shift.   In our case
 the mesh was dense enough that was not an issue, we could still clearly see
 the forms without subdividing while in Zbrush. Brad wired up a ICE tree for
 the imported corrective shapes to be triggered by pulling different
 distances from the rig. Of course drift can happen from someone moving
 points they have no business of moving, or even worse they move points in
 the wrong direction for the correction or shape. I always work in a stepped
 process to avoid this for shapes, whether I sent to Zbrush or not. I am at
 first only focused on how the point mass moves first. I try to get this
 done with as few proportional moves as possible. Then I test the motion in
 Soft and on the rig.,  take a look at what it looks like with the jaw open
 etc. Then I slowly massage the shapes into place checking the sculpt in
 action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count goes
 high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked it
 up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat every five seconds. Technically
 doable, but not worth the bother unless you get to show the mental
 breakdowns on TV and cash them in :)

 If you're doing cartoony or largely procedurally shaded stuff you can
 take a fair amount of drift. if you're doing something that has hundreds of
 rigid scales or precisely styled hair bound to the UV space it's an
 unmitigated disaster when you don't have something like Soft (or a shitton
 of stuff piled on top of Maya) around to do the work.

 On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz g...@janimation.com
 wrote:

 Raff while what you say is true about needing to check the results of
 your sculpts in combination with with other shapes and deformers. There is
 no reason those edits should not be 

Re: H14 is out !

2015-01-17 Thread Greg Punchatz
Thanks Raff,

I have used both techniques but never heard some of those terms ICE
made doing this work much easier for me.

I have never ended up with 800 shapes but give me the time and the
budget and that sounds like a blast :)


On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 You can blame Bay Raitt for some of the names being thrown around, and the
 LISP community he grew up in :)

 Combination sculpting comes in two flavors, FACS based, with expressions
 tabled out and combinations being largely corrective and flattened out, and
 twitch based, with shapes representing individual muscles as roots,
 combinations of nearby muscles in couples or triplets as first branch, and
 so on to full face compensation, usually you stop at tier three or four,
 which can easily get you hundreds of shapes (Charlotte in Charlotte's web
 was twitch combinations and amounted to 802 shapes, Gollum in return of the
 kind was FACS and I think Bay ended up in the 820 or so range in the end).

 You can use something like stretch mesh (or ideally better) equalisation
 process after that to reduce drift if you're in a hurry with the broad
 strokes.

 Combinatorics are shapes that bridge two other shapes by correcting their
 conflict (additive) rather than by replacing them (you can combine with C =
 abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
 intensity from A and B).

 On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz g...@janimation.com
 wrote:

 We (Brad did all the ICE magic) worked up some pretty niffy tricks for
 our head tech demo.

 We could pose our head which was a slightly enhanced FR rig export a
 reference head into ZB... bring it back into soft the subtract the the
 deforms of the mesh and reapply only the differences from the corrective
 shape.

 Point drift is caused most of the time by subdividing the model in
 Zbrush. If you do a subdivision in Z all your base point will shift.   In
 our case the mesh was dense enough that was not an issue, we could still
 clearly see the forms without subdividing while in Zbrush. Brad wired up a
 ICE tree for the imported corrective shapes to be triggered by pulling
 different distances from the rig. Of course drift can happen from someone
 moving points they have no business of moving, or even worse they move
 points in the wrong direction for the correction or shape. I always work in
 a stepped process to avoid this for shapes, whether I sent to Zbrush or
 not. I am at first only focused on how the point mass moves first. I try to
 get this done with as few proportional moves as possible. Then I test the
 motion in Soft and on the rig.,  take a look at what it looks like with the
 jaw open etc. Then I slowly massage the shapes into place checking the
 sculpt in action

 I don't remember if the zbrush link busts your rig, in our case the
 workflow was to use separate reference geo.

 It is better if it when done all under one roof but if my point count
 goes high enough  I will jump through a few hoops to get to a better point
 manipulator.

 Raf I have never heard the term combinatorics before, and when I looked
 it up I could not find any references that clearly showed me how it applied
 to shape animation or rigging. Can you point me to a reference that might
 help fill in my knowledge gap  : )

 Also Eric,  I had heard of folks having a different neutral vs skinning
 pose but I have not really seen a good explanation of the idea. I have
 modified a sculpt to be better for rigging, but that shape then becomes my
 base shape. What is the difference?



 On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 If you're doing combinatorics you don't model the shapes in isolation,
 you tweak a base and need to see the result on the combination, which might
 be one to four tiers of combinations away.
 You don't do combination sculpting without the rig because you don't do
 combination sculpting on the final shape half the time if you're sensible
 and can't waste a lot of time in kickbacks.

 Doing shapes in ZBrush is doable, but they all need a lot of work after
 coming back in because by the nature of ZBrush you will have shit drifting
 all over the place. When they will add more than a single morph and a few
 simple vector operations to wire the morphs it will then be the ultimate
 tool for it, right now it's like trying to drive a truck out of a parking
 lot with a small gate. Blindfolded. On iced out ground. With a monkey
 hitting you on the head with a baseball bat every five seconds. Technically
 doable, but not worth the bother unless you get to show the mental
 breakdowns on TV and cash them in :)

 If you're doing cartoony or largely procedurally shaded stuff you can
 take a fair amount of drift. if you're doing something that has hundreds of
 rigid scales or precisely styled hair bound to the UV space it's an
 unmitigated disaster when you don't have 

Re: H14 is out !

2015-01-17 Thread Greg Punchatz
Raff while what you say is true about needing to check the results of your
sculpts in combination with with other shapes and deformers. There is no
reason those edits should not be done in the tool-set best suited to sculpt.

Using something like Zaplink or a few scripts can make the back and forth
seamless.  ICE made it so much easier to to pose based deformations and
corrective shapes using Zbrush to edit.

That being said I still do a great bit of my shape work in soft, unless its
a very dense mesh, then I whip out the Z

On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 The problem with ZBrush, or any modelling app that doesn't have your full
 rig in it, is that for things like combination sculpting they are useless,
 because you need to see multiple timelines of the shapes converging as you
 refine them for the result to be any good. It's also a ton easier to get
 combinatorics started in Soft since you can start any shape from any number
 of others with ICE. I so miss that in any other app (that last bit is
 literally the only one where Houdini could compete or even surpass Soft,
 actually, though it's somewhat painful to wrangle the shit together when
 you hit a certain degree of complexity and you end up spending more time
 making an uber rig than you do working the shapes' alignment).

 On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 Thanks for the notes, there has been quite a lot of changes but it is
 true there are a few of your comments still pending, the most pressing to
 me is speed and the viewport needs still lots of love.

 BTW, I was not advocating to use Houdini for modelling though, rather use
 Zbrush to be honest and now that Zbrush is getting closer to a full set of
 traditional modelling tools it is pretty obvious it is the route to go.

 My feeling is that character work is certainly more painful but at least
 you get some serious gains and unfortunately there are no options so we are
 in a transition moment.

 So far they are listening and moving forward so I will stick to Houdini
 for the time being and keep an eye on others.

 :-)

 jb


 On 16 Jan 2015, at 21:28, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 A lot of quality rigging, despite piles of papers trying to sell the
 public on the contrary, is still manually tweaked. Taking things out of the
 app where you have the full rig makes authoring a major pain. The most
 basic example is shapes, doing shapes work in XSI for something like a
 combination sculpting setup was as easy as it got, especially after ICE.
 The way data is presented and accessible, the speed on large meshes, the
 modelling toolkit, it all lent itself to that kind of work in a perfect
 storm scenario.
 Doing the same in Maya, comparatively, is beyond painful and requires a
 pretty big staging effort to separate work and write accessory tools, in
 Houdini you don't even have a particularly intuitive modelling toolkit, and
 the handling of large meshes was pretty meh with it (at least up to 12, it
 seems to be getting better and promising to be getting better again).

 The toolkit in general is pretty hard to impossible to give to a modeller
 with little inclination to learn something like Houdini, while with both
 Maya and Soft that's not a big challenge.

 I haven't tried the muscle system in a while, so my comment might be
 dated to the point of not being valid, but the last time I did it was a bit
 of a joke. No arbitrary topology for the deformers unless you cloth
 collided (and the cloth solver was anything but acceptable), only some weak
 superset of metaballs, rather slow, but at least it was relatively stable,
 and overall clunky and requiring the lot a lot of micromanagement and a lot
 of SOPs that often refused to play nicely with the rest of the app.
 Mind, I haven't found a single commercial muscle system I would use if
 they paid me for it, which is pretty embarrassing given when we needed one
 for WWD we got a rather intuitive one done in just a few weeks that worked
 for over 99% of the show meshes without manual intervention of any sort on
 the sim, and literally only a dozen mesh fixes across over 800 shots.

 On top of all that, and again this is pre-14, most pre-13, it's slow.
 Mind boggingly slow to articulate a decent animation rig. I suspect this
 last point has been, or is about to be, superseded though since the
 viewport has been getting some love.

 The main issue though remains that preparing an asset in Houdini remains
 a long and involved process which very few people from other departments,
 some times nobody, can be recruited into, it's born, lives and dies in the
 hands of TDs.

 I've always had a soft spot for Houdini, and I'd give my money to SideFX
 rather than many other companies any day of the year, but as a company
 their commitment to character work of artistic or hybrid nature has always
 been patchy (and I don't 

Re: H14 is out !

2015-01-16 Thread Rob Wuijster

Very cool update, that's an impressive 'What's New'.
And those short videos are great.

The Indie and Education versions are perfectly priced to dive in and 
start testing. The future looks bright. ;-)



Rob

\/-\/\/

On 16-1-2015 7:19, Gerbrand Nel wrote:

Did they drop the price too?
I'm sure indie and indie engine was about $600 yesterday.
Anyway, I never spent $300 s easily!!
Anyone else have weird interaction in 14 though? I use a wacom in 
mouse mode, and the navigation is totaly broken in 14, still fine in 13.

Anyone?
G

On 16/01/2015 07:14, Matt Lind wrote:
Not only did Autodesk not update Lagoa, Polygonizer, etc..., but they 
also cited those tools specifically as reasons to kill Softimage 
claiming they required 5 developers to maintain those tools plus 
mental ray per release.


Matt





Date: Fri, 16 Jan 2015 01:31:20 +0100
From: Sven Constable sixsi_l...@imagefront.de
Subject: RE: H14 is out !
To: softimage@listproc.autodesk.com

Exactly Mr. Fregtman. The Polygonizer stayed in its initial release 
at ADSK.

The tremendous work, Eric Mootz did with the Polygonizer to develop it
further and make it a really outstanding work in that area was of no
attention for ADSK. Not to mention the other plugins he developed. ADSK
bought or licensed some of it in an early stage, incorporated it in a 
giving
software and that's it. Polygonizer was kept in version 1.0 for 
Softimage by

ADSK.  Same happenend to  Lagoa at version 1.0 as well.






-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2015.0.5645 / Virus Database: 4260/8933 - Release Date: 01/15/15






Re: H14 is out !

2015-01-16 Thread Cristobal Infante
Hi Gerbrand, the price hasn't changed it's always been the same for indie.

There used to be an HD version for $100 (before indie) but that didn't
allow commercial work.



On 16 January 2015 at 08:55, Rob Wuijster r...@casema.nl wrote:

  Very cool update, that's an impressive 'What's New'.
 And those short videos are great.

 The Indie and Education versions are perfectly priced to dive in and start
 testing. The future looks bright. ;-)


 Rob

 \/-\/\/

 On 16-1-2015 7:19, Gerbrand Nel wrote:

 Did they drop the price too?
 I'm sure indie and indie engine was about $600 yesterday.
 Anyway, I never spent $300 s easily!!
 Anyone else have weird interaction in 14 though? I use a wacom in mouse
 mode, and the navigation is totaly broken in 14, still fine in 13.
 Anyone?
 G

 On 16/01/2015 07:14, Matt Lind wrote:

 Not only did Autodesk not update Lagoa, Polygonizer, etc..., but they also
 cited those tools specifically as reasons to kill Softimage claiming they
 required 5 developers to maintain those tools plus mental ray per release.

 Matt





 Date: Fri, 16 Jan 2015 01:31:20 +0100
 From: Sven Constable sixsi_l...@imagefront.de
 sixsi_l...@imagefront.de
 Subject: RE: H14 is out !
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com

 Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at
 ADSK.
 The tremendous work, Eric Mootz did with the Polygonizer to develop it
 further and make it a really outstanding work in that area was of no
 attention for ADSK. Not to mention the other plugins he developed. ADSK
 bought or licensed some of it in an early stage, incorporated it in a
 giving
 software and that's it. Polygonizer was kept in version 1.0 for Softimage
 by
 ADSK.  Same happenend to  Lagoa at version 1.0 as well.





 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2015.0.5645 / Virus Database: 4260/8933 - Release Date: 01/15/15






Re: H14 is out !

2015-01-16 Thread Leendert A. Hartog

Rob Wuijster schreef op 16-1-2015 om 9:55:

The future looks bright. ;-)



You just had to jinx it... :D

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: H14 is out !

2015-01-16 Thread Nicolas Esposito
Very tempted to learn also Houdini! it looks great!

I would strongly suggest to extend as soon as possible the integration with
Unreal Engine 4, in my opinion your sales of the indie lincese will
increase a lot, since from what I've seen the integration with Unity is
pretty darn good and totally usefull ;)

2015-01-16 10:59 GMT+01:00 Leendert A. Hartog hirazib...@live.nl:

  Rob Wuijster schreef op 16-1-2015 om 9:55:

 The future looks bright. ;-)


 You just had to jinx it... :D

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: H14 is out !

2015-01-16 Thread Mirko Jankovic
modeling and character riga nd animation wise it is I assume sitill nt as
suser friendly as SI right?
how us ievrall generalist and smalls tudio experience?
SI is more or less out of the box great steramlined solution..


Re: H14 is out !

2015-01-16 Thread Mirko Jankovic
Riggin nicer then Soft?
Will have to check it out then.. In maya rigging and enveloping is huge
crap and biggest reason that I don't wanna ago back int othat hell at first
place.

On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do something
 else.
 Rigging I found nicer than soft, and the animation editor in houdini feels
 like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams of
 Mayans, but with the houdini engine, I can do the work in the software best
 suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt as
 suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..





Re: H14 is out !

2015-01-16 Thread Gerbrand Nel

Well I say nicer, because there are allot of toys to play with.
I think rigging is the part where you need a non destructive procedural 
work flow the most.
In Maya it feels like you have to make damn sure you are done with step 
A before moving onto step B.
Houdini is flexible to the point where you become reckless with your 
work flow :)

Bit more complex when you get started, but worth it.
The auto rig at the very least doesn't break like the soft one used to 
in 2011 :)

G

On 16/01/2015 14:08, Mirko Jankovic wrote:

Riggin nicer then Soft?
Will have to check it out then.. In maya rigging and enveloping is 
huge crap and biggest reason that I don't wanna ago back int othat 
hell at first place.


On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


After trying to learn maya for about 6 months, learning houdini is
a breath of fresh air!!
It is not softimage, but I think its the only thing that will come
close to the flexibility and power of soft for small studios and
freelancers.
Once you get into it, It is even more power.
I tried learning it about 2 years ago, and gave up because I
thought my time would be better spent getting better in soft (the
future was still bright back then)
Back then it seemed complicated, but after dealing with maya, it
feels sooo much friendlier.
The way I see it, you get the operator stack, and ice tree, all in
one place, the network view
So its one thing to learn.
In Maya I feel like I have to learn new software every time I do
something else.
Rigging I found nicer than soft, and the animation editor in
houdini feels like a polished version of the soft one.
Houdini engine is still blowing my mind.. like it doesn't stop!!
At $300 you cannot ignore this as a piece of your pipeline!
I'll probably do allot of work in maya because I need to fit into
teams of Mayans, but with the houdini engine, I can do the work in
the software best suited for it, without forcing the rest of the
team to conform.
G




On 16/01/2015 12:08, Mirko Jankovic wrote:

modeling and character riga nd animation wise it is I assume
sitill nt as suser friendly as SI right?
how us ievrall generalist and smalls tudio experience?
SI is more or less out of the box great steramlined solution..







Re: H14 is out !

2015-01-16 Thread Mirko Jankovic
heheh sounds good, I mean yea in Maya I always felt like walking on glass
feets, and f you make a slight move in wrong direction everything falls
apart and no way to put it together again :)
thanks

On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

  Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge
 crap and biggest reason that I don't wanna ago back int othat hell at first
 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in houdini
 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams
 of Mayans, but with the houdini engine, I can do the work in the software
 best suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt
 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..







Re: H14 is out !

2015-01-16 Thread Jordi Bares Dominguez
I particularly like the procedural nature of your rig and how you can 
“assetize” the various components to be reused later, and they have their own 
built in code and logic so it becomes like lego.

Also the skinning process is really really flexible and allows for a lot of 
experimentation and transfer of data which is a pleasure.

And of course if you update the geometry things just work in a very elegant way 
so having a “factory” scene that creates characters is pretty much trivial, 
something you will be pressed to do in Maya or XSI without lots of code.

All in all the issue I had in the past is that H13 had a weak animation system 
and H14 sorts that (surely can be improved) but right now it is no longer a 
major issue like before.

The process of animating/review/animating with multiple is not as fast as XSI 
or Maya but I am sure will get there.

hope it helps
jb


 On 16 Jan 2015, at 12:28, Gerbrand Nel nagv...@gmail.com wrote:
 
 Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural work 
 flow the most.
 In Maya it feels like you have to make damn sure you are done with step A 
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work 
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in 
 2011 :)
 G
 
 On 16/01/2015 14:08, Mirko Jankovic wrote:
 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge crap 
 and biggest reason that I don't wanna ago back int othat hell at first 
 place. 
 
 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 After trying to learn maya for about 6 months, learning houdini is a breath 
 of fresh air!!
 It is not softimage, but I think its the only thing that will come close to 
 the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my time 
 would be better spent getting better in soft (the future was still bright 
 back then)
 Back then it seemed complicated, but after dealing with maya, it feels sooo 
 much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one 
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do something 
 else.
 Rigging I found nicer than soft, and the animation editor in houdini feels 
 like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams of 
 Mayans, but with the houdini engine, I can do the work in the software best 
 suited for it, without forcing the rest of the team to conform.
 G
 
 
 
 
 On 16/01/2015 12:08, Mirko Jankovic wrote:
 modeling and character riga nd animation wise it is I assume sitill nt as 
 suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..
 
 
 



Re: H14 is out !

2015-01-16 Thread Jordi Bares Dominguez
So true… how many times I have seen it happening and no-one, literally no-one 
knew what was going on...

jb

 On 16 Jan 2015, at 12:40, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
 
 heheh sounds good, I mean yea in Maya I always felt like walking on glass 
 feets, and f you make a slight move in wrong direction everything falls apart 
 and no way to put it together again :) 
 thanks
 
 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural work 
 flow the most.
 In Maya it feels like you have to make damn sure you are done with step A 
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work 
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in 
 2011 :)
 G
 
 
 On 16/01/2015 14:08, Mirko Jankovic wrote:
 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge crap 
 and biggest reason that I don't wanna ago back int othat hell at first 
 place. 
 
 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 After trying to learn maya for about 6 months, learning houdini is a breath 
 of fresh air!!
 It is not softimage, but I think its the only thing that will come close to 
 the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my time 
 would be better spent getting better in soft (the future was still bright 
 back then)
 Back then it seemed complicated, but after dealing with maya, it feels sooo 
 much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one 
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do something 
 else.
 Rigging I found nicer than soft, and the animation editor in houdini feels 
 like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams of 
 Mayans, but with the houdini engine, I can do the work in the software best 
 suited for it, without forcing the rest of the team to conform.
 G
 
 
 
 
 On 16/01/2015 12:08, Mirko Jankovic wrote:
 modeling and character riga nd animation wise it is I assume sitill nt as 
 suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..
 
 
 
 



Re: H14 is out !

2015-01-16 Thread Patrick Neese
Question, I saw the term of the indie version is 365 days from
purchase, is the Houdini/Houdini FX licensing annual as well or
perpetual?

Not that I can afford the full workstation license as a hobbyist, but
the EULA stated no particular length.  I'm also curious if a
crossgrade would be allowed if a project were to be picked up, such as
a cartoon done on spec, so assets could be used if income suddenly
becomes +100k.



On Fri, Jan 16, 2015 at 7:20 AM, Jordi Bares Dominguez
jordiba...@gmail.com wrote:
 So true… how many times I have seen it happening and no-one, literally
 no-one knew what was going on...

 jb


 On 16 Jan 2015, at 12:40, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 heheh sounds good, I mean yea in Maya I always felt like walking on glass
 feets, and f you make a slight move in wrong direction everything falls
 apart and no way to put it together again :)
 thanks

 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

 Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge
 crap and biggest reason that I don't wanna ago back int othat hell at first
 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in houdini
 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams
 of Mayans, but with the houdini engine, I can do the work in the software
 best suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt
 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..









Re: H14 is out !

2015-01-16 Thread Francois Lord
Yes, indie version is per year, as well as Houdini Engine indie and 
commercial.
I think SideFX can do a one time conversion of your scenes if you need 
to go from indie to commercial.




On 16-Jan-15 11:15, Patrick Neese wrote:

Question, I saw the term of the indie version is 365 days from
purchase, is the Houdini/Houdini FX licensing annual as well or
perpetual?

Not that I can afford the full workstation license as a hobbyist, but
the EULA stated no particular length.  I'm also curious if a
crossgrade would be allowed if a project were to be picked up, such as
a cartoon done on spec, so assets could be used if income suddenly
becomes +100k.



On Fri, Jan 16, 2015 at 7:20 AM, Jordi Bares Dominguez
jordiba...@gmail.com wrote:

So true… how many times I have seen it happening and no-one, literally
no-one knew what was going on...

jb


On 16 Jan 2015, at 12:40, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

heheh sounds good, I mean yea in Maya I always felt like walking on glass
feets, and f you make a slight move in wrong direction everything falls
apart and no way to put it together again :)
thanks

On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

Well I say nicer, because there are allot of toys to play with.
I think rigging is the part where you need a non destructive procedural
work flow the most.
In Maya it feels like you have to make damn sure you are done with step A
before moving onto step B.
Houdini is flexible to the point where you become reckless with your work
flow :)
Bit more complex when you get started, but worth it.
The auto rig at the very least doesn't break like the soft one used to in
2011 :)
G


On 16/01/2015 14:08, Mirko Jankovic wrote:

Riggin nicer then Soft?
Will have to check it out then.. In maya rigging and enveloping is huge
crap and biggest reason that I don't wanna ago back int othat hell at first
place.

On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

After trying to learn maya for about 6 months, learning houdini is a
breath of fresh air!!
It is not softimage, but I think its the only thing that will come close
to the flexibility and power of soft for small studios and freelancers.
Once you get into it, It is even more power.
I tried learning it about 2 years ago, and gave up because I thought my
time would be better spent getting better in soft (the future was still
bright back then)
Back then it seemed complicated, but after dealing with maya, it feels
sooo much friendlier.
The way I see it, you get the operator stack, and ice tree, all in one
place, the network view
So its one thing to learn.
In Maya I feel like I have to learn new software every time I do
something else.
Rigging I found nicer than soft, and the animation editor in houdini
feels like a polished version of the soft one.
Houdini engine is still blowing my mind.. like it doesn't stop!!
At $300 you cannot ignore this as a piece of your pipeline!
I'll probably do allot of work in maya because I need to fit into teams
of Mayans, but with the houdini engine, I can do the work in the software
best suited for it, without forcing the rest of the team to conform.
G




On 16/01/2015 12:08, Mirko Jankovic wrote:

modeling and character riga nd animation wise it is I assume sitill nt
as suser friendly as SI right?
how us ievrall generalist and smalls tudio experience?
SI is more or less out of the box great steramlined solution..










Re: H14 is out !

2015-01-16 Thread Srecko Micic
You pay 4495$ for Houdini FX and you get that version and 1 year of 
annual upgrade plan.
When that expires you can pay additional 2400$ (HoudiniFX) for Annual 
upgrade plan or just stay with version you bought.


https://www.sidefx.com/index.php?option=com_contenttask=viewid=385Itemid=190


--
Micic Srecko
---
Mail:
srecko.mi...@gmail.com
Skype:srecko.micic
---
3D/Graphic Portfolio:
http://www.coroflot.com/SreckoM

On Fri, Jan 16, 2015 at 5:15 PM, Patrick Neese patrickne...@gmail.com 
wrote:

Question, I saw the term of the indie version is 365 days from
purchase, is the Houdini/Houdini FX licensing annual as well or
perpetual?

Not that I can afford the full workstation license as a hobbyist, but
the EULA stated no particular length.  I'm also curious if a
crossgrade would be allowed if a project were to be picked up, such as
a cartoon done on spec, so assets could be used if income suddenly
becomes +100k.



On Fri, Jan 16, 2015 at 7:20 AM, Jordi Bares Dominguez
jordiba...@gmail.com wrote:
 So true… how many times I have seen it happening and no-one, 
literally

 no-one knew what was going on...

 jb


 On 16 Jan 2015, at 12:40, Mirko Jankovic 
mirkoj.anima...@gmail.com wrote:


 heheh sounds good, I mean yea in Maya I always felt like walking on 
glass
 feets, and f you make a slight move in wrong direction everything 
falls

 apart and no way to put it together again :)
 thanks

 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com 
wrote:


 Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive 
procedural

 work flow the most.
 In Maya it feels like you have to make damn sure you are done with 
step A

 before moving onto step B.
 Houdini is flexible to the point where you become reckless with 
your work

 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one 
used to in

 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is 
huge
 crap and biggest reason that I don't wanna ago back int othat hell 
at first

 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com 
wrote:


 After trying to learn maya for about 6 months, learning houdini 
is a

 breath of fresh air!!
 It is not softimage, but I think its the only thing that will 
come close
 to the flexibility and power of soft for small studios and 
freelancers.

 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I 
thought my
 time would be better spent getting better in soft (the future was 
still

 bright back then)
 Back then it seemed complicated, but after dealing with maya, it 
feels

 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all 
in one

 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in 
houdini

 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into 
teams
 of Mayans, but with the houdini engine, I can do the work in the 
software
 best suited for it, without forcing the rest of the team to 
conform.

 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:


 modeling and character riga nd animation wise it is I assume 
sitill nt

 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..













Re: H14 is out !

2015-01-16 Thread Raffaele Fragapane
It's only true for some definitions of rigging.
If you need proceduralism of course it does spectacularly well, and assets
are simply best of breed in the industry and have been for years, end of
story.
For the hand-crafted complex character rig and tuned deformation kind of
job though, no, it's not nicer than Soft, and I'd be hard pressed to make
an argument for it over Maya (which I consider pretty bottom barreling
already without a ton of custom work).

Some of the upgrades in H14 and some of the future roadmap do bode well for
that though.

On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

  Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge
 crap and biggest reason that I don't wanna ago back int othat hell at first
 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in houdini
 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams
 of Mayans, but with the houdini engine, I can do the work in the software
 best suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt
 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..







-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: H14 is out !

2015-01-16 Thread Jordi Bares Dominguez
May I ask you to elaborate the “complex character rigging and tuned 
deformation”, I may be missing something.

To start with you have muscles in Houdini which you don’t, let alone FEM 
simulations and a universal physics engine to cope with pretty sophisticated 
things…

Certainly it is easier in Softimage and more artist friendly to setup but I see 
the rigging side as one very strong point.

If you are talking about screen space corrections, blend shapes and advanced 
contact collision its certainly doable with  the toolset.

:-|

thx
jb


 On 16 Jan 2015, at 16:59, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 It's only true for some definitions of rigging.
 If you need proceduralism of course it does spectacularly well, and assets 
 are simply best of breed in the industry and have been for years, end of 
 story.
 For the hand-crafted complex character rig and tuned deformation kind of job 
 though, no, it's not nicer than Soft, and I'd be hard pressed to make an 
 argument for it over Maya (which I consider pretty bottom barreling already 
 without a ton of custom work).
 
 Some of the upgrades in H14 and some of the future roadmap do bode well for 
 that though.
 
 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural work 
 flow the most.
 In Maya it feels like you have to make damn sure you are done with step A 
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work 
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in 
 2011 :)
 G
 
 
 On 16/01/2015 14:08, Mirko Jankovic wrote:
 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge crap 
 and biggest reason that I don't wanna ago back int othat hell at first 
 place. 
 
 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 After trying to learn maya for about 6 months, learning houdini is a breath 
 of fresh air!!
 It is not softimage, but I think its the only thing that will come close to 
 the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my time 
 would be better spent getting better in soft (the future was still bright 
 back then)
 Back then it seemed complicated, but after dealing with maya, it feels sooo 
 much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one 
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do something 
 else.
 Rigging I found nicer than soft, and the animation editor in houdini feels 
 like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams of 
 Mayans, but with the houdini engine, I can do the work in the software best 
 suited for it, without forcing the rest of the team to conform.
 G
 
 
 
 
 On 16/01/2015 12:08, Mirko Jankovic wrote:
 modeling and character riga nd animation wise it is I assume sitill nt as 
 suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..
 
 
 
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!



Re: H14 is out !

2015-01-16 Thread philipp seis
Jordi, why did they choose not to allow enveloping to Null Objects ?
Do you always use a bone instead ?
Or do you go for something more abstract like machting/ transferring
PointPosition attributes ?

thanks in advance :)


2015-01-16 18:45 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:

 May I ask you to elaborate the “complex character rigging and tuned
 deformation”, I may be missing something.

 To start with you have muscles in Houdini which you don’t, let alone FEM
 simulations and a universal physics engine to cope with pretty
 sophisticated things…

 Certainly it is easier in Softimage and more artist friendly to setup but
 I see the rigging side as one very strong point.

 If you are talking about screen space corrections, blend shapes and
 advanced contact collision its certainly doable with  the toolset.

 :-|

 thx
 jb


 On 16 Jan 2015, at 16:59, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 It's only true for some definitions of rigging.
 If you need proceduralism of course it does spectacularly well, and assets
 are simply best of breed in the industry and have been for years, end of
 story.
 For the hand-crafted complex character rig and tuned deformation kind of
 job though, no, it's not nicer than Soft, and I'd be hard pressed to make
 an argument for it over Maya (which I consider pretty bottom barreling
 already without a ton of custom work).

 Some of the upgrades in H14 and some of the future roadmap do bode well
 for that though.

 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

  Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and enveloping is huge
 crap and biggest reason that I don't wanna ago back int othat hell at first
 place.

 On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel nagv...@gmail.com wrote:

 After trying to learn maya for about 6 months, learning houdini is a
 breath of fresh air!!
 It is not softimage, but I think its the only thing that will come close
 to the flexibility and power of soft for small studios and freelancers.
 Once you get into it, It is even more power.
 I tried learning it about 2 years ago, and gave up because I thought my
 time would be better spent getting better in soft (the future was still
 bright back then)
 Back then it seemed complicated, but after dealing with maya, it feels
 sooo much friendlier.
 The way I see it, you get the operator stack, and ice tree, all in one
 place, the network view
 So its one thing to learn.
 In Maya I feel like I have to learn new software every time I do
 something else.
 Rigging I found nicer than soft, and the animation editor in houdini
 feels like a polished version of the soft one.
 Houdini engine is still blowing my mind.. like it doesn't stop!!
 At $300 you cannot ignore this as a piece of your pipeline!
 I'll probably do allot of work in maya because I need to fit into teams
 of Mayans, but with the houdini engine, I can do the work in the software
 best suited for it, without forcing the rest of the team to conform.
 G




 On 16/01/2015 12:08, Mirko Jankovic wrote:

 modeling and character riga nd animation wise it is I assume sitill nt
 as suser friendly as SI right?
 how us ievrall generalist and smalls tudio experience?
 SI is more or less out of the box great steramlined solution..







 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!





Re: H14 is out !

2015-01-16 Thread Raffaele Fragapane
A lot of quality rigging, despite piles of papers trying to sell the public
on the contrary, is still manually tweaked. Taking things out of the app
where you have the full rig makes authoring a major pain. The most basic
example is shapes, doing shapes work in XSI for something like a
combination sculpting setup was as easy as it got, especially after ICE.
The way data is presented and accessible, the speed on large meshes, the
modelling toolkit, it all lent itself to that kind of work in a perfect
storm scenario.
Doing the same in Maya, comparatively, is beyond painful and requires a
pretty big staging effort to separate work and write accessory tools, in
Houdini you don't even have a particularly intuitive modelling toolkit, and
the handling of large meshes was pretty meh with it (at least up to 12, it
seems to be getting better and promising to be getting better again).

The toolkit in general is pretty hard to impossible to give to a modeller
with little inclination to learn something like Houdini, while with both
Maya and Soft that's not a big challenge.

I haven't tried the muscle system in a while, so my comment might be dated
to the point of not being valid, but the last time I did it was a bit of a
joke. No arbitrary topology for the deformers unless you cloth collided
(and the cloth solver was anything but acceptable), only some weak superset
of metaballs, rather slow, but at least it was relatively stable, and
overall clunky and requiring the lot a lot of micromanagement and a lot of
SOPs that often refused to play nicely with the rest of the app.
Mind, I haven't found a single commercial muscle system I would use if they
paid me for it, which is pretty embarrassing given when we needed one for
WWD we got a rather intuitive one done in just a few weeks that worked for
over 99% of the show meshes without manual intervention of any sort on the
sim, and literally only a dozen mesh fixes across over 800 shots.

On top of all that, and again this is pre-14, most pre-13, it's slow. Mind
boggingly slow to articulate a decent animation rig. I suspect this last
point has been, or is about to be, superseded though since the viewport has
been getting some love.

The main issue though remains that preparing an asset in Houdini remains a
long and involved process which very few people from other departments,
some times nobody, can be recruited into, it's born, lives and dies in the
hands of TDs.

I've always had a soft spot for Houdini, and I'd give my money to SideFX
rather than many other companies any day of the year, but as a company
their commitment to character work of artistic or hybrid nature has always
been patchy (and I don't necessarily blame them for it) and subpar.
They have a lot of work to make up for it, but they seem to be slowly doing
it while making sure they don't lose their core business with FX and
end-to-end clients.

I will certainly be looking at H14 as soon as some space for it in the
stash of stuff I need and want to do before clears up :)


On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 May I ask you to elaborate the “complex character rigging and tuned
 deformation”, I may be missing something.

 To start with you have muscles in Houdini which you don’t, let alone FEM
 simulations and a universal physics engine to cope with pretty
 sophisticated things…

 Certainly it is easier in Softimage and more artist friendly to setup but
 I see the rigging side as one very strong point.

 If you are talking about screen space corrections, blend shapes and
 advanced contact collision its certainly doable with  the toolset.

 :-|

 thx
 jb


 On 16 Jan 2015, at 16:59, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 It's only true for some definitions of rigging.
 If you need proceduralism of course it does spectacularly well, and assets
 are simply best of breed in the industry and have been for years, end of
 story.
 For the hand-crafted complex character rig and tuned deformation kind of
 job though, no, it's not nicer than Soft, and I'd be hard pressed to make
 an argument for it over Maya (which I consider pretty bottom barreling
 already without a ton of custom work).

 Some of the upgrades in H14 and some of the future roadmap do bode well
 for that though.

 On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel nagv...@gmail.com wrote:

  Well I say nicer, because there are allot of toys to play with.
 I think rigging is the part where you need a non destructive procedural
 work flow the most.
 In Maya it feels like you have to make damn sure you are done with step A
 before moving onto step B.
 Houdini is flexible to the point where you become reckless with your work
 flow :)
 Bit more complex when you get started, but worth it.
 The auto rig at the very least doesn't break like the soft one used to in
 2011 :)
 G


 On 16/01/2015 14:08, Mirko Jankovic wrote:

 Riggin nicer then Soft?
 Will have to check it out then.. In maya rigging and 

Re: H14 is out !

2015-01-16 Thread Jordi Bares Dominguez
Thanks for the notes, there has been quite a lot of changes but it is true 
there are a few of your comments still pending, the most pressing to me is 
speed and the viewport needs still lots of love.

BTW, I was not advocating to use Houdini for modelling though, rather use 
Zbrush to be honest and now that Zbrush is getting closer to a full set of 
traditional modelling tools it is pretty obvious it is the route to go.

My feeling is that character work is certainly more painful but at least you 
get some serious gains and unfortunately there are no options so we are in a 
transition moment.

So far they are listening and moving forward so I will stick to Houdini for the 
time being and keep an eye on others.

:-)

jb


 On 16 Jan 2015, at 21:28, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 A lot of quality rigging, despite piles of papers trying to sell the public 
 on the contrary, is still manually tweaked. Taking things out of the app 
 where you have the full rig makes authoring a major pain. The most basic 
 example is shapes, doing shapes work in XSI for something like a combination 
 sculpting setup was as easy as it got, especially after ICE.
 The way data is presented and accessible, the speed on large meshes, the 
 modelling toolkit, it all lent itself to that kind of work in a perfect storm 
 scenario.
 Doing the same in Maya, comparatively, is beyond painful and requires a 
 pretty big staging effort to separate work and write accessory tools, in 
 Houdini you don't even have a particularly intuitive modelling toolkit, and 
 the handling of large meshes was pretty meh with it (at least up to 12, it 
 seems to be getting better and promising to be getting better again).
 
 The toolkit in general is pretty hard to impossible to give to a modeller 
 with little inclination to learn something like Houdini, while with both Maya 
 and Soft that's not a big challenge.
 
 I haven't tried the muscle system in a while, so my comment might be dated to 
 the point of not being valid, but the last time I did it was a bit of a joke. 
 No arbitrary topology for the deformers unless you cloth collided (and the 
 cloth solver was anything but acceptable), only some weak superset of 
 metaballs, rather slow, but at least it was relatively stable, and overall 
 clunky and requiring the lot a lot of micromanagement and a lot of SOPs that 
 often refused to play nicely with the rest of the app.
 Mind, I haven't found a single commercial muscle system I would use if they 
 paid me for it, which is pretty embarrassing given when we needed one for WWD 
 we got a rather intuitive one done in just a few weeks that worked for over 
 99% of the show meshes without manual intervention of any sort on the sim, 
 and literally only a dozen mesh fixes across over 800 shots.
 
 On top of all that, and again this is pre-14, most pre-13, it's slow. Mind 
 boggingly slow to articulate a decent animation rig. I suspect this last 
 point has been, or is about to be, superseded though since the viewport has 
 been getting some love.
 
 The main issue though remains that preparing an asset in Houdini remains a 
 long and involved process which very few people from other departments, some 
 times nobody, can be recruited into, it's born, lives and dies in the hands 
 of TDs.
 
 I've always had a soft spot for Houdini, and I'd give my money to SideFX 
 rather than many other companies any day of the year, but as a company their 
 commitment to character work of artistic or hybrid nature has always been 
 patchy (and I don't necessarily blame them for it) and subpar.
 They have a lot of work to make up for it, but they seem to be slowly doing 
 it while making sure they don't lose their core business with FX and 
 end-to-end clients.
 
 I will certainly be looking at H14 as soon as some space for it in the stash 
 of stuff I need and want to do before clears up :)
 
 
 On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 May I ask you to elaborate the “complex character rigging and tuned 
 deformation”, I may be missing something.
 
 To start with you have muscles in Houdini which you don’t, let alone FEM 
 simulations and a universal physics engine to cope with pretty sophisticated 
 things…
 
 Certainly it is easier in Softimage and more artist friendly to setup but I 
 see the rigging side as one very strong point.
 
 If you are talking about screen space corrections, blend shapes and advanced 
 contact collision its certainly doable with  the toolset.
 
 :-|
 
 thx
 jb
 
 
 On 16 Jan 2015, at 16:59, Raffaele Fragapane raffsxsil...@googlemail.com 
 mailto:raffsxsil...@googlemail.com wrote:
 
 It's only true for some definitions of rigging.
 If you need proceduralism of course it does spectacularly well, and assets 
 are simply best of breed in the industry and have been for years, end of 
 story.
 For the hand-crafted complex character rig and tuned 

Re: H14 is out !

2015-01-16 Thread Raffaele Fragapane
The problem with ZBrush, or any modelling app that doesn't have your full
rig in it, is that for things like combination sculpting they are useless,
because you need to see multiple timelines of the shapes converging as you
refine them for the result to be any good. It's also a ton easier to get
combinatorics started in Soft since you can start any shape from any number
of others with ICE. I so miss that in any other app (that last bit is
literally the only one where Houdini could compete or even surpass Soft,
actually, though it's somewhat painful to wrangle the shit together when
you hit a certain degree of complexity and you end up spending more time
making an uber rig than you do working the shapes' alignment).

On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez 
jordiba...@gmail.com wrote:

 Thanks for the notes, there has been quite a lot of changes but it is true
 there are a few of your comments still pending, the most pressing to me is
 speed and the viewport needs still lots of love.

 BTW, I was not advocating to use Houdini for modelling though, rather use
 Zbrush to be honest and now that Zbrush is getting closer to a full set of
 traditional modelling tools it is pretty obvious it is the route to go.

 My feeling is that character work is certainly more painful but at least
 you get some serious gains and unfortunately there are no options so we are
 in a transition moment.

 So far they are listening and moving forward so I will stick to Houdini
 for the time being and keep an eye on others.

 :-)

 jb


 On 16 Jan 2015, at 21:28, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:

 A lot of quality rigging, despite piles of papers trying to sell the
 public on the contrary, is still manually tweaked. Taking things out of the
 app where you have the full rig makes authoring a major pain. The most
 basic example is shapes, doing shapes work in XSI for something like a
 combination sculpting setup was as easy as it got, especially after ICE.
 The way data is presented and accessible, the speed on large meshes, the
 modelling toolkit, it all lent itself to that kind of work in a perfect
 storm scenario.
 Doing the same in Maya, comparatively, is beyond painful and requires a
 pretty big staging effort to separate work and write accessory tools, in
 Houdini you don't even have a particularly intuitive modelling toolkit, and
 the handling of large meshes was pretty meh with it (at least up to 12, it
 seems to be getting better and promising to be getting better again).

 The toolkit in general is pretty hard to impossible to give to a modeller
 with little inclination to learn something like Houdini, while with both
 Maya and Soft that's not a big challenge.

 I haven't tried the muscle system in a while, so my comment might be dated
 to the point of not being valid, but the last time I did it was a bit of a
 joke. No arbitrary topology for the deformers unless you cloth collided
 (and the cloth solver was anything but acceptable), only some weak superset
 of metaballs, rather slow, but at least it was relatively stable, and
 overall clunky and requiring the lot a lot of micromanagement and a lot of
 SOPs that often refused to play nicely with the rest of the app.
 Mind, I haven't found a single commercial muscle system I would use if
 they paid me for it, which is pretty embarrassing given when we needed one
 for WWD we got a rather intuitive one done in just a few weeks that worked
 for over 99% of the show meshes without manual intervention of any sort on
 the sim, and literally only a dozen mesh fixes across over 800 shots.

 On top of all that, and again this is pre-14, most pre-13, it's slow. Mind
 boggingly slow to articulate a decent animation rig. I suspect this last
 point has been, or is about to be, superseded though since the viewport has
 been getting some love.

 The main issue though remains that preparing an asset in Houdini remains a
 long and involved process which very few people from other departments,
 some times nobody, can be recruited into, it's born, lives and dies in the
 hands of TDs.

 I've always had a soft spot for Houdini, and I'd give my money to SideFX
 rather than many other companies any day of the year, but as a company
 their commitment to character work of artistic or hybrid nature has always
 been patchy (and I don't necessarily blame them for it) and subpar.
 They have a lot of work to make up for it, but they seem to be slowly
 doing it while making sure they don't lose their core business with FX and
 end-to-end clients.

 I will certainly be looking at H14 as soon as some space for it in the
 stash of stuff I need and want to do before clears up :)


 On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 May I ask you to elaborate the “complex character rigging and tuned
 deformation”, I may be missing something.

 To start with you have muscles in Houdini which you don’t, let alone FEM
 simulations and a 

Re: H14 is out !

2015-01-15 Thread olivier jeannel

Lot's of xsi in there.
Shortcuts very similar, edge loop quasi similar. even the LMB RMB and 
MMB to use X,Y or Z axis remembers of the original SI.

Animation layers too.
Position solver makes me thinks of lagoa.

Still watching the videos.

The guys at SideFX did serious homeworks imho.


Le 15/01/2015 22:44, Sebastien Sterling a écrit :
Have any of the Softy Houdini converts noticed new features you 
requested ?


On 15 January 2015 at 21:08, olivier jeannel olivier.jean...@noos.fr 
mailto:olivier.jean...@noos.fr wrote:



http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66






H14 is out !

2015-01-15 Thread olivier jeannel

http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66


Re: H14 is out !

2015-01-15 Thread Sebastien Sterling
Have any of the Softy Houdini converts noticed new features you requested ?

On 15 January 2015 at 21:08, olivier jeannel olivier.jean...@noos.fr
wrote:

 http://www.sidefx.com/index.php?option=com_contenttask=
 viewid=3042Itemid=66



Re: H14 is out !

2015-01-15 Thread Jordi Bares Dominguez
:-)

love it

jb


 On 15 Jan 2015, at 22:00, olivier jeannel olivier.jean...@noos.fr wrote:
 
 Lot's of xsi in there.
 Shortcuts very similar, edge loop quasi similar. even the LMB RMB and MMB to 
 use X,Y or Z axis remembers of the original SI.
 Animation layers too.
 Position solver makes me thinks of lagoa.
 
 Still watching the videos.
 
 The guys at SideFX did serious homeworks imho.
 
 
 Le 15/01/2015 22:44, Sebastien Sterling a écrit :
 Have any of the Softy Houdini converts noticed new features you requested ?
 
 On 15 January 2015 at 21:08, olivier jeannel olivier.jean...@noos.fr 
 mailto:olivier.jean...@noos.fr wrote:
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66
  
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66
 
 



Re: H14 is out !

2015-01-15 Thread Raffaele Fragapane
Maya has recently got pretty close to catching up to XSI 5 and in less than
another five or six years Bifrost should be on par with Moondust, and now
Houdini has almost caught up to XSI of Lagoa times.
By this pace in less than 74 years for Maya, and only a dozen or so for
Houdini, we'll be where we would have been next year had Soft not been
killed!

Totally looking forward to 2026 and 2089!

The snow is pretty cool though :)

On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!




Re: H14 is out !

2015-01-15 Thread olivier jeannel

Love those 2mn videos that makes you up and running in ...2mn.
That changes from the 4 hours video tutorials that makes me fall asleep :)


Le 15/01/2015 23:36, Jordi Bares Dominguez a écrit :

:-)

love it

jb


On 15 Jan 2015, at 22:00, olivier jeannel olivier.jean...@noos.fr 
mailto:olivier.jean...@noos.fr wrote:


Lot's of xsi in there.
Shortcuts very similar, edge loop quasi similar. even the LMB RMB and 
MMB to use X,Y or Z axis remembers of the original SI.

Animation layers too.
Position solver makes me thinks of lagoa.

Still watching the videos.

The guys at SideFX did serious homeworks imho.


Le 15/01/2015 22:44, Sebastien Sterling a écrit :
Have any of the Softy Houdini converts noticed new features you 
requested ?


On 15 January 2015 at 21:08, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:



http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66










RE: H14 is out !

2015-01-15 Thread Sven Constable
Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at ADSK.
The tremendous work, Eric Mootz did with the Polygonizer to develop it
further and make it a really outstanding work in that area was of no
attention for ADSK. Not to mention the other plugins he developed. ADSK
bought or licensed some of it in an early stage, incorporated it in a giving
software and that's it. Polygonizer was kept in version 1.0 for Softimage by
ADSK.  Same happenend to  Lagoa at version 1.0 as well. 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Friday, January 16, 2015 12:59 AM
To: softimage@listproc.autodesk.com
Subject: Re: H14 is out !

 

As I recall when Lagoa's ICE-based multiphysics simulator first released
with Softimage it was not bought, but licensed. Same thing with Mootz's
Polygonizer that AD bundled with Soft.

That said, this year AD bought Lagoa Technologies, so now I'd assume they
most certainly own it now.

 

 

On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
wrote:

Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember what
happenend to Lagoa. It was a bomb when it came out in 2010. Thiago Costa did
amazing work to release version 1.0 of Lagoa. ADSK bought it and it never
get any  further attention. It was kept at version 1.0! No further
development and Lagoa got buried.   I'm not saying that Lagoa is on par with
Houdini, it's surely not. But the power of Lagoa got wasted.

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele
Fragapane
Sent: Friday, January 16, 2015 12:34 AM
To: softimage@listproc.autodesk.com
Subject: Re: H14 is out !

 

Maya has recently got pretty close to catching up to XSI 5 and in less than
another five or six years Bifrost should be on par with Moondust, and now
Houdini has almost caught up to XSI of Lagoa times.

By this pace in less than 74 years for Maya, and only a dozen or so for
Houdini, we'll be where we would have been next year had Soft not been
killed!

Totally looking forward to 2026 and 2089!

The snow is pretty cool though :)

 

On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de
wrote:

Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!



RE: H14 is out !

2015-01-15 Thread Sven Constable
Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini! 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Thursday, January 15, 2015 10:09 PM
To: softimage@listproc.autodesk.com
Subject: H14 is out !

http://www.sidefx.com/index.php?option=com_contenttask=viewid=3042Itemid=66




RE: H14 is out !

2015-01-15 Thread Sven Constable
Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember what 
happenend to Lagoa. It was a bomb when it came out in 2010. Thiago Costa did 
amazing work to release version 1.0 of Lagoa. ADSK bought it and it never get 
any  further attention. It was kept at version 1.0! No further development and 
Lagoa got buried.   I'm not saying that Lagoa is on par with Houdini, it's 
surely not. But the power of Lagoa got wasted.

sven

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Friday, January 16, 2015 12:34 AM
To: softimage@listproc.autodesk.com
Subject: Re: H14 is out !

 

Maya has recently got pretty close to catching up to XSI 5 and in less than 
another five or six years Bifrost should be on par with Moondust, and now 
Houdini has almost caught up to XSI of Lagoa times.

By this pace in less than 74 years for Maya, and only a dozen or so for 
Houdini, we'll be where we would have been next year had Soft not been killed!

Totally looking forward to 2026 and 2089!

The snow is pretty cool though :)

 

On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de 
wrote:

Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!



Re: H14 is out !

2015-01-15 Thread Alan Fregtman
As I recall when Lagoa's ICE-based multiphysics simulator first released
with Softimage it was not bought, but licensed. Same thing with Mootz's
Polygonizer that AD bundled with Soft.

That said, this year AD bought Lagoa Technologies, so now I'd assume they
most certainly own it now.


On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!



Re: H14 is out !

2015-01-15 Thread Sam Cuttriss
Yeah, great to see XSI characteristics finding a dignified environment to
streamline productivity.

On Thu, Jan 15, 2015 at 3:58 PM, Alan Fregtman alan.fregt...@gmail.com
wrote:

 As I recall when Lagoa's ICE-based multiphysics simulator first released
 with Softimage it was not bought, but licensed. Same thing with Mootz's
 Polygonizer that AD bundled with Soft.

 That said, this year AD bought Lagoa Technologies, so now I'd assume they
 most certainly own it now.


 On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
 wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable 
 sixsi_l...@imagefront.de wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!




RE: H14 is out !

2015-01-15 Thread Matt Lind
Not only did Autodesk not update Lagoa, Polygonizer, etc..., but they also 
cited those tools specifically as reasons to kill Softimage claiming they 
required 5 developers to maintain those tools plus mental ray per release.


Matt





Date: Fri, 16 Jan 2015 01:31:20 +0100
From: Sven Constable sixsi_l...@imagefront.de
Subject: RE: H14 is out !
To: softimage@listproc.autodesk.com

Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at ADSK.
The tremendous work, Eric Mootz did with the Polygonizer to develop it
further and make it a really outstanding work in that area was of no
attention for ADSK. Not to mention the other plugins he developed. ADSK
bought or licensed some of it in an early stage, incorporated it in a giving
software and that's it. Polygonizer was kept in version 1.0 for Softimage by
ADSK.  Same happenend to  Lagoa at version 1.0 as well.



Re: H14 is out !

2015-01-15 Thread Gerbrand Nel

Did they drop the price too?
I'm sure indie and indie engine was about $600 yesterday.
Anyway, I never spent $300 s easily!!
Anyone else have weird interaction in 14 though? I use a wacom in mouse 
mode, and the navigation is totaly broken in 14, still fine in 13.

Anyone?
G

On 16/01/2015 07:14, Matt Lind wrote:
Not only did Autodesk not update Lagoa, Polygonizer, etc..., but they 
also cited those tools specifically as reasons to kill Softimage 
claiming they required 5 developers to maintain those tools plus 
mental ray per release.


Matt





Date: Fri, 16 Jan 2015 01:31:20 +0100
From: Sven Constable sixsi_l...@imagefront.de
Subject: RE: H14 is out !
To: softimage@listproc.autodesk.com

Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at 
ADSK.

The tremendous work, Eric Mootz did with the Polygonizer to develop it
further and make it a really outstanding work in that area was of no
attention for ADSK. Not to mention the other plugins he developed. ADSK
bought or licensed some of it in an early stage, incorporated it in a 
giving
software and that's it. Polygonizer was kept in version 1.0 for 
Softimage by

ADSK.  Same happenend to  Lagoa at version 1.0 as well.






Re: H14 is out !

2015-01-15 Thread Sebastien Sterling
where are the 2 min videos ?

On 16 January 2015 at 00:31, Sven Constable sixsi_l...@imagefront.de
wrote:

 Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at
 ADSK. The tremendous work, Eric Mootz did with the Polygonizer to develop
 it further and make it a really outstanding work in that area was of no
 attention for ADSK. Not to mention the other plugins he developed. ADSK
 bought or licensed some of it in an early stage, incorporated it in a
 giving software and that’s it. Polygonizer was kept in version 1.0 for
 Softimage by ADSK.  Same happenend to  Lagoa at version 1.0 as well.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Friday, January 16, 2015 12:59 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 As I recall when Lagoa's ICE-based multiphysics simulator first released
 with Softimage it was not bought, but licensed. Same thing with Mootz's
 Polygonizer that AD bundled with Soft.

 That said, this year AD bought Lagoa Technologies, so now I'd assume they
 most certainly own it now.





 On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
 wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!



Re: H14 is out !

2015-01-15 Thread Sebastien Sterling
THX Perry ;)

On 16 January 2015 at 01:12, Perry Harovas perryharo...@gmail.com wrote:

 https://vimeo.com/goprocedural

 On Thu, Jan 15, 2015 at 8:07 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 where are the 2 min videos ?

 On 16 January 2015 at 00:31, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at
 ADSK. The tremendous work, Eric Mootz did with the Polygonizer to develop
 it further and make it a really outstanding work in that area was of no
 attention for ADSK. Not to mention the other plugins he developed. ADSK
 bought or licensed some of it in an early stage, incorporated it in a
 giving software and that’s it. Polygonizer was kept in version 1.0 for
 Softimage by ADSK.  Same happenend to  Lagoa at version 1.0 as well.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Friday, January 16, 2015 12:59 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 As I recall when Lagoa's ICE-based multiphysics simulator first released
 with Softimage it was not bought, but licensed. Same thing with Mootz's
 Polygonizer that AD bundled with Soft.

 That said, this year AD bought Lagoa Technologies, so now I'd assume
 they most certainly own it now.





 On Thu Jan 15 2015 at 6:48:54 PM Sven Constable 
 sixsi_l...@imagefront.de wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable 
 sixsi_l...@imagefront.de wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: H14 is out !

2015-01-15 Thread Perry Harovas
https://vimeo.com/goprocedural

On Thu, Jan 15, 2015 at 8:07 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 where are the 2 min videos ?

 On 16 January 2015 at 00:31, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at
 ADSK. The tremendous work, Eric Mootz did with the Polygonizer to develop
 it further and make it a really outstanding work in that area was of no
 attention for ADSK. Not to mention the other plugins he developed. ADSK
 bought or licensed some of it in an early stage, incorporated it in a
 giving software and that’s it. Polygonizer was kept in version 1.0 for
 Softimage by ADSK.  Same happenend to  Lagoa at version 1.0 as well.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Friday, January 16, 2015 12:59 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 As I recall when Lagoa's ICE-based multiphysics simulator first released
 with Softimage it was not bought, but licensed. Same thing with Mootz's
 Polygonizer that AD bundled with Soft.

 That said, this year AD bought Lagoa Technologies, so now I'd assume they
 most certainly own it now.





 On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
 wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele
 Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable 
 sixsi_l...@imagefront.de wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!





-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


RE: H14 is out !

2015-01-15 Thread Steven Caron
That was part of their agreement, this way he could continue to develop it,
continue to make money off of it and license the newer version in the
future. It would be different if autodesk hired him and said he couldnt
develop the software anymore. We got best of both, a usable tool with basic
functionality for our maintenance costs and if we needed more power we pay
a little more to Eric

*written with my thumbs
On Jan 15, 2015 4:31 PM, Sven Constable sixsi_l...@imagefront.de wrote:

 Exactly Mr. Fregtman. The Polygonizer stayed in its initial release at
 ADSK. The tremendous work, Eric Mootz did with the Polygonizer to develop
 it further and make it a really outstanding work in that area was of no
 attention for ADSK. Not to mention the other plugins he developed. ADSK
 bought or licensed some of it in an early stage, incorporated it in a
 giving software and that’s it. Polygonizer was kept in version 1.0 for
 Softimage by ADSK.  Same happenend to  Lagoa at version 1.0 as well.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman
 *Sent:* Friday, January 16, 2015 12:59 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 As I recall when Lagoa's ICE-based multiphysics simulator first released
 with Softimage it was not bought, but licensed. Same thing with Mootz's
 Polygonizer that AD bundled with Soft.

 That said, this year AD bought Lagoa Technologies, so now I'd assume they
 most certainly own it now.





 On Thu Jan 15 2015 at 6:48:54 PM Sven Constable sixsi_l...@imagefront.de
 wrote:

 Yeah, Bifrost will never come close  to ICE because it's ADSK. Remember
 what happenend to Lagoa. It was a bomb when it came out in 2010. Thiago
 Costa did amazing work to release version 1.0 of Lagoa. ADSK bought it and
 it never get any  further attention. It was kept at version 1.0! No further
 development and Lagoa got buried.   I'm not saying that Lagoa is on par
 with Houdini, it's surely not. But the power of Lagoa got wasted.

 sven



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele Fragapane
 *Sent:* Friday, January 16, 2015 12:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: H14 is out !



 Maya has recently got pretty close to catching up to XSI 5 and in less
 than another five or six years Bifrost should be on par with Moondust, and
 now Houdini has almost caught up to XSI of Lagoa times.

 By this pace in less than 74 years for Maya, and only a dozen or so for
 Houdini, we'll be where we would have been next year had Soft not been
 killed!

 Totally looking forward to 2026 and 2089!

 The snow is pretty cool though :)



 On Fri, Jan 16, 2015 at 12:11 AM, Sven Constable sixsi_l...@imagefront.de
 wrote:

 Snow and sand reminds me of lagoa in Softimage on steroids. Go Houdini!