Yea modern modeling route makes a lot more sense really so who hasn't try
it. do it, like yesterday :)
As for animation yea slow view port is HUGE stop for animation really.
One thing is displaying bunch of meshes and details, (display subdiv,
displacements, fur)
Another thing is actualy procesing rig and weights that is on CPU and not
having much on GPU so two parts of sme problem to deal with.


On Mon, Mar 31, 2014 at 11:47 AM, Jordi Bares <[email protected]> wrote:

> Agree 100%
>
> It is the animation toolset that is not there yet although IMHO it is
> quite simple to fix... let's see   ;-)
>
> Jordi Bares
> [email protected]
>
> On 31 Mar 2014, at 10:44, Jon Swindells <[email protected]> wrote:
>
> Rigging in Houdini is phenomenal.
>
> getting an animator to work in Houdini is another thing entirely.
>
> while it's perfectly possible to make a decent ui for your animators, they
> will still be
> hamstrung by the viewport speed and painful interaction/fcurve tools.
>
> expect hissy fits and dummy spitting..
>
>
> --
>  Jon Swindells
>  [email protected]
>
>
>
> On Mon, Mar 31, 2014, at 12:36 PM, Mirko Jankovic wrote:
>
> Zbrush + retopo is basically part of a lot of workflows.
> Also modeling seems to be least app dependent part of production.
>
> Fun start with rigging and animation.
> How's that?
>
>
> On Mon, Mar 31, 2014 at 11:29 AM, Angus Davidson <
> [email protected]> wrote:
>
>
> Houdini is not what I would call a great character modeller just yet. Most
>  people who seem to be planning to put Houdini as the main part of the
>  pipeline are looking at something Like Modo / Zbrush for the modelling
>
>  Kind regards
>
>  Angus
>
>
>
>  On 2014/03/31, 11:20 AM, "David Saber" <[email protected]> wrote:
>
>  >A question for Houdini users:
>  >My main concern is characters. From modeling to texturing to rigging to
>  >animating, that's what I'm most interested in when I use a 3D app. In
>  >this perspective, is Houdini the right way to go?
>  >David
>
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