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 !!! :-)

