On 22 May 2014, at 01:54, Nick Angus n...@altvfx.com wrote:
As far as I am concerned the animation/rigging war is over and Maya won, not
on merit of course…. But that doesn't make much difference when you are
looking for a freelance rigger or animator to hit the ground running.
Animation
That variation is documented on my guides and believe me, you will love it.
Jordi Bares
jordiba...@gmail.com
On 21 May 2014, at 23:03, Andy Nicholas a...@andynicholas.com wrote:
Hehe! There you go, another variation ;) I've not tried that one, but that
sounds like a better way of going about
Have a look at the transition guides I am writing, download them on your iPad
and read them (it is fast to read, promise) so you can take an informed
decision, be either Houdini, Maya, Modo, whatever you like.
My feeling is that a transition period with FX and rendering in Houdini to
later
As a “perfect companion” to the very interesting “Houdini Weaknesses”
thread that has developed here recently, I would be interested not so
much in the weaknesses but in the specific strengths of Maya. The
weaknesses from a Softimage POV would seem to be pretty well documented,
what interests
I know it's a sensible question, but now that the grief is over, could some of
you share how you're dealing with the your software its's obsolote phrase
around your maya/C4D/3dsMax colleague?
I got my head under Modo blankets and hope the day comes around quickly.
Yeh, just being honest here.
On May 21, 2014, at 23:15, Jordi Bares jordiba...@gmail.com wrote:
- Shading is very granular and the examples and setups provided are not very
good so once you get it is good but not great yet. The actual implementation
of Arnold for Houdini is s much user friendly (looks a quite a lot
Ah, shucks, give me something. I am just learning Maya and I could
really use a little boost... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
The biggest advantage I can see now is that they have a really big team
working to make it better. Let's if they can make it
On Thu, May 22, 2014 at 11:53 AM, Leendert A. Hartog hirazib...@live.nlwrote:
Ah, shucks, give me something. I am just learning Maya and I could really
use a little
Yoouuu willl... never be alone in hell ?
On 22 May 2014 11:53, Leendert A. Hartog hirazib...@live.nl wrote:
Ah, shucks, give me something. I am just learning Maya and I could really
use a little boost... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of
So, absolutely no strengths? Market leader on marketing voodoo alone?
Somehow I doubt that... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
You mean they didn't have a big team before :P
On 22 May 2014 11:56, Mário Domingos mr.mariodomin...@gmail.com wrote:
The biggest advantage I can see now is that they have a really big team
working to make it better. Let's if they can make it
On Thu, May 22, 2014 at 11:53 AM, Leendert
So far I can think of one... viewport.
And maybe better connection with 3rd party clients like game engines as it
is more support then SI.
The rest.. cant think of any right now really
On Thu, May 22, 2014 at 12:10 PM, Leendert A. Hartog hirazib...@live.nlwrote:
As a “perfect companion” to
Also you ahve to ask more precicely.
Do you mean strengths from technical point as it seems that TD guys loves
it, or from artist point as it seems there is big difference there.
On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog hirazib...@live.nlwrote:
So, absolutely no strengths? Market
Who said that the grief is over?
Every single day I think at least once... oh AD how I hate you.
Also your software is obsolete from them ends up with I can still work
10 times faster in my obsolete software. Eat my dust!
On Thu, May 22, 2014 at 12:22 PM, activemotionpictu...@yahoo.com
Both would interest me ATM.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
My 5 cents:
The viewport is more modern, faster than XSI's, and supports DX11 shaders.
The SDK is really open, there is hardly anything you don't have access to.
Texture swimming works.
The general notion of complex rig performance is that it's better than in XSI's.
Fluids and Muscles out of the
Could you say it is scalable? able to do games and films ? i agree that
from a TD perspective it seems ok, doesn't sweeten the pill for the end
user though.
strengths, like it has more skinning algorithms then any other package:
Voxel, quaternion, heat... but then it also has weight painting so
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Could you say it is scalable? able to do games and films ? i agree that
from a TD perspective it seems ok, doesn't sweeten the pill for the end
user though.
strengths, like it has
grief is over?
is this a bad joke??
I find Maya to be more snapier to Character Animation than XSi, its Hard to
explain, but i prefer to Character Animate there than in Xsi, but only that
:)
On Thu, May 22, 2014 at 1:18 PM, Rob Chapman tekano@gmail.com wrote:
Currently loading a 12.3gb scene...
On 22 May 2014 12:12,
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com wrote:
Could you say it is scalable? able to do games and films ? i agree that from a TD
perspective it seems ok, doesn't sweeten the pill for the end user though.
What does the scene consist off ? that would be an advantage, if it could
hold more individual none instanced assets, when it comes to mesh density
xsi outstrips it easily.
you can in fact smooth a character in softimage and playback at a decent
speed, something i have never witnessed in maya
Yes about 30 mins to load
On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Could you say it is scalable? able to do games and films ? i
And sorry yes this is just Bg environment geometry
On 22 May 2014 12:37, Rob Chapman tekano@gmail.com wrote:
Yes about 30 mins to load
On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12,
Total nightmare. Reminds me on stories of the making of Myst (the game), with
sometimes hours of loading time.
I couldn't imagine working like that. To be fair, I always found loading/saving
in Maya pretty fast, even compared to XSI.
I tried with scenes of equal complexity (lots of geo, but
Thanks for that...
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
It is a very bad joke to be honest… the grief starts now if anything!
Jordi Bares
jordiba...@gmail.com
On 22 May 2014, at 12:19, Eric Mootz e...@mootzoid.com wrote:
grief is over?
is this a bad joke??
Yeah am trying to optimize the layout for current shot by deleting out of
camera hierarchies but Maya keeps freezing 10 minutes at a time when
selecting. Lass tool is single threading right?
On 22 May 2014 12:42, Stefan Kubicek s...@tidbit-images.com wrote:
Total nightmare. Reminds me on
In the end the five stages of grief as formulated by Elisabeth
Kübler-Ross seem to apply,
where not everybody is at the same stage at the same time…
http://en.wikipedia.org/wiki/Elisabeth_K%C3%BCbler-Ross
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Are you trying to attain a specific level of generalism ?
On 22 May 2014 12:44, Leendert A. Hartog hirazib...@live.nl wrote:
Thanks for that...
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Well, I am a mere hobbyist, so the generalist approach has always seem
prudent.
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
I would say after using it a bit. The node editor is acutally something
worth using it.
2014-05-22 14:03 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
Are you trying to attain a specific level of generalism ?
On 22 May 2014 12:44, Leendert A. Hartog hirazib...@live.nl wrote:
A robot a day keeps the doctor away?
http://www.cgmeetup.net/home/making-of-the-amazing-spider-man-2-rhino/
blaa ?
On 22 May 2014 13:11, Martin furik...@gmail.com wrote:
Tough question.
Modeling. Nothing really. A few tools that SI lacks like preserve uvs, lock sub
components, sculpt
Optimistic model
Jordi Bares
jordiba...@gmail.com
On 22 May 2014, at 13:02, Leendert A. Hartog hirazib...@live.nl wrote:
In the end the five stages of grief as formulated by Elisabeth Kübler-Ross
seem to apply,
where not everybody is at the same stage at the same time…
--
Leendert
Two words, Fabric Engine. :)
Eric T.
On 5/22/2014 6:22 AM, activemotionpictu...@yahoo.com wrote:
I know it's a sensible question, but now that the grief is over, could
some of you share how you're dealing with the your software its's
obsolote phrase around your maya/C4D/3dsMax colleague?
I'm gonna be with Sebastien on this one. Maya is not stronger than anything in
a way worth mentioning. It is the winner if the race for historical reasons,
and because the race was rigged (ha... See what I did there? ;-) ). If
anything, it is a very open package, but that doesn't get you
I actually thought it was the worst node editor I've used in my life.
Sergio Muciño.
Sent from my iPad.
On May 22, 2014, at 8:30 AM, Mario Reitbauer cont...@marioreitbauer.at
wrote:
I would say after using it a bit. The node editor is acutally something worth
using it.
2014-05-22
BTW, just to clarify... I don't hate Maya per se (ok... I hate it throughout
the day... Several times). It is actually a good package (it didn't become the
standard in film just for no reason). However, to me, strengths reads as
qualities that surpass anything else by an noticeable margin. In
I stay with Softimage for a while further! And saved subscription money
I spend to 3rd party developers now (I started with this already)! And
some day there will be a really better 3D-Package (or solution). And I
bet it will not be a a solution of a certain company!
Sounds desperate or
Okay, a more specific question. Back in the day I always heard that Maya
was the most useful tool for Character Animation (discounting Softimage
from the equation). Was this just myth or is it just outdated info?
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of
It obviously is a very generalized model: it needn't apply to you! :D
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Well, the node editor can be clunky--especially how it has the propensity
to throw in unit converters all over the place and you end up getting
double or triple degree to radian calculations without asking for them. And
the functions that are not missing can be hidden or the way to achieve
Most of the time I feel like Charlie Brown. ;)
http://bit.ly/1nhac5C
...or the guy referenced in the infamous Talking Heads song - Once in a
Lifetime.
And you may tell yourself
This is not my beautiful software?
And you may ask yourself
Well...How did I get here?
Same as it ever was...
Propaganda.
It wasn't bad, just not really any better and in some areas (like trax)
worse.
On Thu, May 22, 2014 at 8:25 AM, Leendert A. Hartog hirazib...@live.nlwrote:
Okay, a more specific question. Back in the day I always heard that Maya
was the most useful tool for Character Animation
I'd say that it is better now though, if only because Soft hasn't really
had much development.
On 22 May 2014 14:31, Eric Turman i.anima...@gmail.com wrote:
Propaganda.
It wasn't bad, just not really any better and in some areas (like trax)
worse.
On Thu, May 22, 2014 at 8:25 AM,
Okay, but discounting Softimage and considering the alternatives (again:
possibly only back in the day)?
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
That has been my intuition so far as well.
On 22-May-14 03:55, Jordi Bares wrote:
My feeling is that a transition period with FX and rendering in Houdini to
later decide to either buy more time or commit to package X is the safest route
right now.
Plus render nodes are free and believe me,
Unfortunately for character animation part there are no alternatives.
Alternative is something you can do same job easier or at least same level
of effectiveness.
There is no one out commercially available.
On Thu, May 22, 2014 at 3:35 PM, Leendert A. Hartog hirazib...@live.nlwrote:
Okay, but
Look at World of Warcraft for example. By todays standards technically its
supposedly not that great. What it did have however was timing. At the
time it was the best of what was there and it was marketed extremely well.
As such even in decline at 7 Million plus subscribers it still orders of
Maya's animation tools are better than they were, yes ( I like the fcurve
lattice but even that needs work in its selection/manipulation area) , but
not better than the current Softimage. Our lead animator who was a maya
fanboy now complains that the current Maya fcurve editor is slowing him
down.
For Character Animation you can still use max if you want to animate for
games.
Which in the end isn't any better...
2014-05-22 15:48 GMT+02:00 Mirko Jankovic mirkoj.anima...@gmail.com:
Unfortunately for character animation part there are no alternatives.
Alternative is something you can do
I must admit I much prefer to modo animation tools to Mayas and even soft
images (note just talking animation not rigging)
Using the spacing chart , being able to adjust animation arcs visually ,
creating on the fly ui’s to watch and create keys just for what I am looking at
in such an easy
@Mirko: Well said. Speed rules over branding. Sadly companies just listen to
word of mouth which has always been
Maya... once the word of mouth was ICE, AD said: Let´s end development.
I can still laugh when the Viewport 2.0 is presented with honkey tones...
We baked vertex since Snake
below
On 22 May 2014, at 11:35, Andy Goehler lists.andy.goeh...@gmail.com wrote:
On May 21, 2014, at 23:15, Jordi Bares jordiba...@gmail.com wrote:
- Shading is very granular and the examples and setups provided are not very
good so once you get it is good but not great yet. The actual
Maya was ahead of its time 20 years ago, the novel architecture and a long list
of historical events and mismanagement from Softimage (owned by Microsoft at
the time) meant XSI arrived at least 4/5 years late to the party, which was a
death sentence and big facilities by then did the full
Thank you for expanding on the subject Jordi,
having a second look, it is apparent that you can only access Arnold compatible
nodes inside Arnold Materials. Also the image node for example comes with UV
options that indeed is so much more user friendly.
cheers
Andy
Indeed, and that is what I am talking with Side Effects, guys, this is very
important thing, look to HtoA for inspiration
Jordi Bares
jordiba...@gmail.com
On 22 May 2014, at 16:24, Andy Goehler lists.andy.goeh...@gmail.com wrote:
Thank you for expanding on the subject Jordi,
having a
There is no grief, here. The software is definitely NOT over. Initially I
thought Oh no (clean version),
but once I thought about it, as I was getting my new license for Redshift
3D, I realized that whatever I need this
existing software to do, I can do with ICE. I am only just starting to
learn
Well the same applies to me.
I now am getting into deep scripting in Softimage.
The big difference is that in Maya you script for necessitiy and in
Softimage for the fun of it.
The real saviours here are Redshift, Mootz, 3D Quakers, Paul, etc.
For me it was never grief, it was anger. And the
Still sticking with Softimage for now. There seem to be some changes coming
in the next year or two in almost every package so I'm gambling on waiting
a while before choosing a direction. Looking forward to the next step, it
may have some things I'll miss but I'm sure there will be advantages to
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu, May 22, 2014 at 11:11 AM, Jordi Bares jordiba...@gmail.com wrote:
Maya was ahead of its time 20 years ago, the novel architecture and a long
list of historical events and mismanagement from Softimage (owned by
Microsoft at
Exactly my pov. The different packages are too much in flux atm to make a
decision right now.
If I was forced to switch, I'd go Houdini though.
Still sticking with Softimage for now. There seem to be some changes coming in the
next year or two in almost every package so I'm gambling on
In fairness the architecture is admirable, i don't think anyone ever made a
fully nodal DCC after maya, to bad so little of it reaches its full
potential.
On 22 May 2014 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote:
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu,
I saved the maintenance fee and used it to add Meshfusion ( Modo) to my
current Softimage + Redshift pipeline.
FINALLY the maintenance money got me some kick-ass new modelling tools! ;D
\o/
Chris
Time passes so fast in hyper-London I just made you guys 4 years older!
X-D
Sent from my iPhone
On 22 May 2014, at 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote:
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu, May 22, 2014 at 11:11 AM, Jordi Bares
I think the only failure of the node architecture was that it wasn't meant
to be used by artists. Had they had that in consideration, we would've had
something like ICE or close to it ages ago. There are still some cool
thing you can do in the Hypershade today, but it's unwieldy compared to
Grief will never be over. Relationship is over.
These days I'm realizing naively how little love XSI received.
Now that they killed SI, I've never seen so many posts on the list from
autodesk employee. Now they listen, let me laugh...
The other day I opened Match mover. A part from the fact it
+6 Lu
On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
I think the only failure of the node architecture was that it wasn't meant
to be used by artists. Had they had that in consideration, we would've had
something like ICE or close to it ages ago. There are still
Lol Lu
It's amazing for this, this, this it sucks :)
I believe qualoth has been discontinued. yes next person to offer a feature
rich cloth solution will be a rich man/woman, may the Fabric enginz be with
him.
On 22 May 2014 18:18, Halim Negadi hneg...@gmail.com wrote:
+6 Lu
On Thu,
...applications that knew nodes was going to be tinkered with by artists.
well said Lu. Personally I am transitioning to Maya for the moment... (most
jobs are maya related in lookdev/lighting so not too much of a choice
unfortunatly atm..) ..and I am amazed at how something like the hypershade
ow the Max people will be pretty pissed as well at this stage, seeing the
heaps of new tech AD heaps on Maya's bloated corps, while 3ds rotts.
But i think the most insulting must be when they do all the see we really
doo listen to our clients bullshit, thats gota sting.
On 22 May 2014
the other day I wanted to do a quick pivot operation... (to match the
pivot of an x object...) couldn't find how to do that in maya!! someone at
work told me I need a script for something that simple...
Ahahaha! Yes i know right ?! its infuriating, the work around is to put a
parent
I’m still grieving over Softimages instability during shading and lighting ;-/
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/
And our numbers look even worse.
Andy
...the work around is to put a parent constraint, then delete it :P ..hahah
really? Damn thats really out of the box...!
thanks
IMDB | Portfolio | Vimeo
| Linkedin
Date: Thu, 22 May 2014 18:45:07 +0100
Subject: Re: Maya strengts (anyone?)
From: sebastien.sterl...@gmail.com
To:
If I were a modeler, animator, or lighter, AND I was absolved of all TD
responsibilities, I would absolutely love Maya. This is the vast majority
of the artist experience. It is being in an established shop with tools
already in place to get your work done or a team of TDs to make said tools.
I've got over it by diving into Houdini, to more I learn the more I want to
dive deeper ;). It's not a complete solution just yet, but I am sure it
will be ;)
on other sort of unrelated news, interesting to see TheMill promoting the
use if Cinema4D on this ad http://bit.ly/PrefP
On Thursday, 22
I think i mentioned before that if you have ten TD's waiting on you of
course, i assume the experience becomes a lot more fun. but most places
even medium businesses will not have that kind of work force.
On 22 May 2014 19:25, Meng-Yang Lu ntmon...@gmail.com wrote:
If I were a modeler,
Maybe we can submit tickets to AD...
---
Emilio Hernández VFX 3D animation.
2014-05-22 13:44 GMT-05:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
I think i mentioned before that if you have ten TD's waiting on you of
course, i
I'm still relatively new to SI, and yes, it crashes a lot, but usually due to
render problems mostly, the rest is fine. I am still learning lots and lots of
it and I still see huge potential with it. I'm still just dabbling feet in the
whole ICE realm, and still haven't used all the thirdparty
From everything I've seen so far, Houdini is built in a very logical
fashion, and I'm not under the impression that it's so much harder to learn
than other applications.
My experience with it has been very positive so far. I haven't had much
time to put aside for learning Houdini yet, I'd say
Right you are, my Houdini love affair started quite while ago. But I truly fell
in love with it when I did actual work in it.
Andy
On May 22, 2014, at 20:44, Cristobal Infante cgc...@gmail.com wrote:
I've got over it by diving into Houdini, to more I learn the more I want to
dive deeper
Is it possible to export ICE pointclouds to a format that other apps can
use? I'm scattering some geometry and I'd like to export the pointcloud
so I can rescatter in another app and have the same point positions
--
Signature
*Tim Crowson
*/Lead CG Artist/
*Magnetic Dreams, Inc.
*2525
How come I don't hear anything about 3dsmax, I have just started learning
it ... But I like it more and more each day.
Are there huge cons that I should be aware of? Anyone who has extensive
experience in max...
There should be the maya cache formats in the cache manager / caching
nodes...
On Thursday, May 22, 2014 3:06:06 PM, Tim Crowson wrote:
Is it possible to export ICE pointclouds to a format that other apps
can use? I'm scattering some geometry and I'd like to export the
pointcloud so I can
Alembic ?
Le 22/05/2014 21:06, Tim Crowson a écrit :
Is it possible to export ICE pointclouds to a format that other apps
can use? I'm scattering some geometry and I'd like to export the
pointcloud so I can rescatter in another app and have the same point
positions
--
Signature
*Tim
https://vimeo.com/95729676
On Thu, May 22, 2014 at 12:11 PM, olivier jeannel
olivier.jean...@noos.frwrote:
Alembic ?
Le 22/05/2014 21:06, Tim Crowson a écrit :
Is it possible to export ICE pointclouds to a format that other apps can
use? I'm scattering some geometry and I'd like to
the rigging constraints are very slow last i used in was in 2012 so that
may have changed, the default hair is terrible. no idea if there is any
fluid support., it's nice but very old, its more user friendly then maya,
but old... AD are not treating it right, the love can not be felt :(.
On 22
really annoying playblast bug, if your scene or your rigs are too heavy,
then
when you preview, the mesh will stay frozen in place while the bones move,
beware the modifier stack, it is not a construction history, every modifier
makes the stack more unstable.
On 22 May 2014 20:17, Sebastien
Max's tools are mostly built to be productive right out of the box. It's a
right-to-the-point application that can also be quite flexible and procedural.
The downside is that a lot of stuff in there is so neglected and broken, that
it's just sad. You're going to spend some time finding
How come I don't hear anything about 3dsmax,...ehhh render passes, if you
find them in max let me know! :)
IMDB | Portfolio | Vimeo
| Linkedin
Subject: Re: OT: Now that the grief over softimage, how did you get over
your it on your daily basis?
From: sergio.muc...@gmail.com
Date:
In Max they're called State Sets.
Sergio M.
Sent from my iPhone
On May 22, 2014, at 4:19 PM, Manuel Huertas Marchena lito...@hotmail.com
wrote:
How come I don't hear anything about 3dsmax,...ehhh render passes, if
you find them in max let me know! :)
IMDB | Portfolio |
thought max didn't have passes at all... as most times when I was asking people
they were pointing me the render elements...which for sure are not the same...
good to know, gracias Sergio ;)
-Manu
IMDB | Portfolio | Vimeo
| Linkedin
Subject: Re: OT: Now that the grief over softimage, how
Lots of good comments on this thread.
One last thing that just occurred to me... It's very easy to have lots of fun
building cool tools, playing with new features, investigating new ways of doing
things in a virtual playground of awesome 3D technology. Yep... Very very easy
indeed.
Why's that
I have the very same problem with ICE anyway.
On 22-May-14 17:07, Andy Nicholas wrote:
Lots of good comments on this thread.
One last thing that just occurred to me... It's very easy to have lots of fun
building cool tools, playing with new features, investigating new ways of doing
things
Replicating bullets and stuff like that is not the kind of carbon copying we
need as cloning would cause problems. Every asset needs to be unique and
trackable, so having a master mesh and running a bunch of ops to
clone/duplicate/instance is not really the target we’re aiming for. Although
I'm trying to correlate the languages of both packages.
Maybe Andy Nicholas can double-check my work but Houdini Attributes behave
like custom data throughout all component and object levels of any asset.
Groups act like clusters which you can use to apply whatever attribute
(metadata) you want
I think Softimage is OK on that front. Good in some areas, lacking in others.
Almost anything we've had to do Softimage got us 80% of the way there fairly
quickly, but the problem has always been getting that last 20% which is often
the most critical part. I've probably spent more time than
Heh! Yeah right. Like you need me to ;)
On 22 May 2014 at 23:11 Meng-Yang Lu ntmon...@gmail.com wrote:
I'm trying to correlate the languages of both packages.
Maybe Andy Nicholas can double-check my work but Houdini Attributes behave
like custom data throughout all component and object
Yep. Just check out Houdini's digital assets (also known as OTL's). They'll do
much of what you need and more. You can hide and lock stuff up to your heart's
content if you need to be protective about functionality or content. It'll never
be fool proof, but you can at least make it hard to break.
Have you or anybody else tried to write importers/exporters for Houdini?
We would need to write an importer to migrate Softimage data, and an exporter
to dump data to our game engine. In softimage, evaluating a mesh is mostly
taken care of by the SDK as it evaluates the construction history
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