God yes. With bells on.

If you think that Softimage is good on that front, you'll fall hopelessly in
love with Houdini.

A



On 22 May 2014 at 22:29 Matt Lind <[email protected]> wrote:


> 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
> that functionality is useful, it’d probably be more directed at building parts
> of environments than characters or props.
> 
>  What we need is the ability to constrain users from going outside the lines
> we’ve drawn.  Imagine a yard with tall electrified fences.  Users are allowed
> to roam anywhere in the yard, but are not allowed outside the fence.  As we
> iterate on our pipeline, we push the fences further and further out to get
> users more room to roam.  But the constant is we need to persist metadata on
> the assets and prevent that metadata from being inadvertently modified as well
> as ensure the metadata is applied in such a way it can be reliably found and
> relied upon to drive tools and behaviors within the pipeline.
> 
>  For example.
> 
>  Our characters are built like Mr. Potato head dolls.  They are not a single
> seamless mesh.  There is a base body mesh, but holes left for other parts to
> plug in such as ears, faces, hair, clothing, etc…   The locations for the body
> parts are defined by clusters, custom properties, and other metadata.  Once
> the character is defined it’s placed in a referenced model to prevent users
> from tampering with the metadata to ensure tools are reliable and can find,
> track, and assemble the parts with other assets to create what the artist
> needs to pull into a scene to do his/her work.  Same rules and generalities
> apply to other areas of the pipeline.  Render passes are used to allow artists
> to build the environment geometry once, and redress it many times with texture
> and shader swaps.  Since some of the metadata describes components which
> customers can purchase, the assigned IDs for the components needs to be
> maintained and be tamper proof.
> 
>  Does Houdini offer mechanisms to control assets in this fashion to ensure
> data integrity year over year in a fluid pipeline?
> 
> 
>  Matt
> 
> 
> 
> 
> 
>  From: [email protected]
> [mailto:[email protected]] On Behalf Of Meng-Yang Lu
>  Sent: Wednesday, May 21, 2014 4:18 PM
>  To: [email protected]
>  Subject: Re: Houdini Weaknesses
> 
>  This is actually where Houdini shines.  Taking something that exists and
> manipulating the DATA to create something new.
> 
>  Say you've got characters that have like belts of ammo as an accessory.  You
> can create a dependency saying something like... if you choose type bullet, it
> also drives the number of bullets on the belt.  So if you choose type grenade
> which are larger in size, that type can drive the lesser number of grenades on
> the belt.  Between nodes like copy/stamp and switches, you can build these
> into your system.  You could, if all the assets are there, build a character
> creation system seen in a lot of games if you wish.  Even up to clever things
> like stating which type of weapon the character is holding.  Like if a weapon
> is two-handed by type, you could never have a single-offhand accessory, thus
> never having things that could conflict if both existed.
> 
> 
>  The best way to think of Houdini is not just an FX tool.  It's an operating
> system that manages 3D data and does it extremely well.  This is why it takes
> a long time to build the setup, but the payoff is that over time, you gain a
> huge advantage of creating various version of one thing as long as you've
> built it into your setup.
> 
> 
>  Modeling and texturing really should be done somewhere else.  But once those
> assets are create and you want to manipulate it, Houdini become a really
> powerful ally in this case.
> 
> 
>  -Lu
> 
> 
> 
> 
> 
> 
>  On Wed, May 21, 2014 at 3:52 PM, Matt Lind <[email protected]
> <mailto:[email protected]> > wrote:
>  That makes sense for an FX workflow as every project is essentially unique,
> but in a production where you churn out a lot of carbon copies or variations
> of the same content, how well does Houdini’s framework/workflows cater to
> that?  For example, are there mechanisms or abilities to enforce certain ways
> of working?  That’s probably our biggest concern as our content has to be
> functional, not just look good.  To be functional requires certain elements be
> consistently defined on the assets and the asset structured in particular
> ways.
> 
>  One weakness I see so far is the lack of API for hardware shader development.
> GLSL is there, but it’s slow compared to straight OpenGL.  I haven’t looked
> very deeply, but at a quick glance I don’t see any Direct X support.
> 
>  One thing that would be really useful for the transition guides is more focus
> on modeling and texturing.   Houdini seems to have  the basic building blocks,
> but the rest has to be developed/configured by the user.
> 
>  Matt
> 
> 
> 
> 
>  From: [email protected]
> <mailto:[email protected]>
> [mailto:[email protected]
> <mailto:[email protected]> ] On Behalf Of Meng-Yang Lu
>  Sent: Wednesday, May 21, 2014 3:37 PM
>  To: [email protected] <mailto:[email protected]>
>  Subject: Re: Houdini Weaknesses
> 
>  Yes.  It's nodes and expression heavy.  And for that same reason it
> drastically reduces plugin development cause you're essentially programming
> every time you're in the package.  And just like you'd copy and paste snippet
> of code, you'd do the same but with nodes of a tree.
> 
> 
>  Whenever I feel like I need to do dev work in Maya which is often, I just go
> to Houdini now.
> 
> 
> 
>  The UI creation is also pretty nifty.  You basically have access to all the
> params, sliders, and widgets you'd normally see in Houdini's default tools.
>  Just a matter of dragging, dropping, and organizing to your heart's content.
>  You can promote params from a lower level to a higher level at anytime,
> exposing only what you want the artist to see.
> 
> 
> 
>  You can do error checking either through the nodes or through vops/vex.
> 
> 
> 
>  It's got one foot in as a 3D application and 2 feet in as a plug-in
> development platform.  Yes, 3 legged analogies are weird, just like Houdini.
>  But I like it now.
> 
> 
> 
>  -Lu
> 
> 
> 
> 
> 
> 
> 
> 
> 
>  On Wed, May 21, 2014 at 3:17 PM, Matt Lind <[email protected]
> <mailto:[email protected]> > wrote:
>  Seems like Houdini is heavy on nodes and expressions to create your work.
> 
>  How much custom plugin development do you have to do with Houdini compared to
> Softimage, Maya, etc...?  Let's define a plugin as something you'd write as a
> script or C++ lib that gets included in the software as a reusable tool,
> perhaps providing it's own GUI front end (if applicable) and is responsible
> enough to do proper error checking (as opposed to a couple line hack script
> like many artists do).
> 
>  Is there much of an SDK for writing GUI's as front ends for tools?
> 
> 
>  Matt
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 

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