Swiped together on the phone while having a smoke, guess the autocorrects,
or swap things around as appropriate to make the mail funnier ;)
On 31 Mar 2014 23:44, "Raffaele Fragapane" <[email protected]>
wrote:

> Ultimately I can do the same things in all three packages, in Maya in
> example I don't even try to find workarounds, whenever I bump into one of
> the innumerable gaps I just write my way out of it with a node, which
> incidentally is also why I'm taking a looking to splice and looking forward
> to their CUDA implementation instead of using my own in c++.
> Text is tremendously expressive, if expensive in terms of learning curve,
> which is also a cookie point for vex really.
>
> The problem comes when you have deadlines and you simply want to
> experiment without redoing at the end of the process. For that Soft was
> simply the perfect storm.
> ICE limitation of having a strict I/O domain and the sequential stack with
> entry points, the clarity and abundance of atomic nodes, and a generally
> cohesive experience remain unbeaten.
>
> In Soft when you hit a wall you often hit it hard, but those are few and
> far between, and in between you could really fly. Same goes for clusters,
> properties, drag'n'drop and how Soft presents and links those larger
> aggregates, they simply work 99% of the time.
> Maya and Houdini simply don't provide that experience, and their learning
> curve to reach that level of fluidity is measured in years, while with Soft
> we had people who never used it literally flying around within a month.
>
> As a creature TD Houdini simply doesn't get you on the zone quickly
> enough, if ever. It's brilliant for a number of things, infinitely
> powerful, has best of breed solvers, but it gets in the way constantly.
> It's patently obvious they rarely, almost never in fact, had to address
> teams like the ones I run as user base.
>
> Performance in general is also pretty abysmal (was, might be better know)
> and optimisation is opaque and lacking in immediately useful tools and
> diagnostics.
> Again, as of two and half years ago. Might be different now and I wouldn't
> know, but nothing I've read or seen suggests so.
> On 31 Mar 2014 23:18, "Jordi Bares" <[email protected]> wrote:
>
>> Slow performance depends on many things like having nested assets, and
>> yes, you won't find an interface to manage your blend shapes but what you
>> can do with your rig imho is truly phenomenal.
>>
>> Regarding the deformations ICE versus VOPs I would love to know more
>> about it, what do you feel you can do in ICE you can't in Houdini?
>>
>> Assuming you are doing with the off-the-self toolkit and without any
>> proprietary pipeline tools to speed up rigging building a proper asset
>> interface, protect it from the user and all that takes time but do you feel
>> is much longer than any other package?
>>
>> jb
>>
>> On 31 Mar 2014, at 12:04, Raffaele Fragapane <[email protected]>
>> wrote:
>>
>> I have to admit to not having tried again in at least two and half years,
>> but I haven't seen any related release notes related to rigging since then,
>> so bear with me if this is not recent or still actual information, but in
>> what way is rigging in Houdini phenomenal?
>> It's a major pain in the arse, generally slow both performance wise and
>> to actually produce the rigs, and it has absolutely zero adequate
>> facilities for a lot of stuff such as shape manipulation, and while VOPs
>> are great, when it comes to deformations they don't even scratch the
>> surface of what ICE can do.
>>  And while it's true assets are phenomenal, the sheer scope of investment
>> to wrap a character up to give it to an animator is staggering, it takes
>> forever to truly and properly armor  up a rig and expose only the right
>> context in the right way.
>>
>>
>>

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