I would say it is going to be much faster… let me bounce the question to our 
Houdini guru's at Realise and will let you know the details… 

Jordi Bares
[email protected]

On 24 Apr 2014, at 15:09, Max Evgrafov <[email protected]> wrote:

> Jordi Bares, what do you think about custom deformer based by vex?  I did 
> this using ICE   http://www.youtube.com/watch?v=bqmLdoFPvTA    .  To do this 
> i used multiply matrix transformation of deformers and point position of 
> envelope. What do you think about this way? Can be it more faster than 
> houdini capture tool?
> 
> 
> 
> 2014-04-24 17:19 GMT+04:00 Jordi Bares <[email protected]>:
> Well put Jon, it is true that the character rig Side Effects provide is 
> painfully slow when deforming but the issue is that it is trying to do soooo 
> much it is really sophisticated… and slow.
> 
> I will suggest to play with a fast rig like this one to get a feel… it won't 
> be as fast as Maya, this is one of the few strong points of Maya but it is 
> good.
> 
>         http://www.orbolt.com/asset/SideFX::toonsimple
> 
> And its a free asset so you can dig it and learn a lot from optimised rigging 
> in Houdini.
> 
> 
> Jordi Bares
> [email protected]
> 
> On 24 Apr 2014, at 13:13, Jon Swindells <[email protected]> wrote:
> 
> > houdini's handling of transforms is about as good as it gets.
> >
> > by default, you will get a zeroed out transform on creation but this can
> > be pushed back onto the stack
> > as needed.
> >
> > you can also quite happily stack utility transforms ala xsiNulls too if
> > that floats your boat.
> >
> > the real eye opener though, is when you realise you can pull a transform
> > from anywhere, at any time, from any object
> > and branch however you like.
> >
> > it really does make the awkward maya (and xsi to some extent) type
> > workarounds painfully trivial.
> >
> > pre/post firing morphs are trivial, as is quat/angle based triggering of
> > morphs.
> >
> > there are really only 2 downsides to houdini for rigging/character setup
> > -
> >
> > deformations are painfully slow - on a production scale character, you
> > will be segmenting your mesh (hello 2004) and using bog standard
> > non-deforming parenting to get anything remotely approaching realtime
> > feedback.
> > even the dist based skin is slow as mollasses.
> >
> > if your animator is used to (and wants/needs) the niceties of char
> > pickers or on char controls
> > expect to spend lots of time with pyside/pyqt.
> >
> > of course, that is if you can find an animator who doesn't look at you
> > like your insane for suggesting houdidni as a char anim platform.
> >
> > Jordi hinted at something coming down the pipe for anim/char setup so,
> > there's hope for it yet.
> >
> >
> > gimbal mode is there if you need it.
> >
> > --
> >  Jon Swindells
> >  [email protected]
> >
> > On Thu, Apr 24, 2014, at 02:47 PM, David Saber wrote:
> >> Cool! How about transforms on rig objects, how do you "zero out" control
> >> objects? Is the object's coordinate relative to its parent, like in
> >> XSI's "parent" translation mode? is there "add" mode for rotations?
> >>
> >> On 2014-04-24 13:23, Max Evgrafov wrote:
> >>> http://www.youtube.com/watch?v=B7bRzijbsnA&feature=youtu.be
> >>> completed the effect of collisions. (there are some bugs in the
> >>> corners of obstacles. but I'm tired of doing this rig. :)
> >>>
> >>> Next step creating digital asset( I think it like model in XSI), Reach
> >>> an understanding how working reference models in Houdini  and then do
> >>> animation.
> 
> 
> 
> 
> 
> -- 
> Евграфов Максим.(Summatr)
> https://vimeo.com/user3098735/videos  
> -------------------------------------------------------
> Хорошего Вам настроения !!! :-)

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