What's the status of Houdini and/or other apps in terms of render passes,
etc.? I just love me some passes and overrides and have been using them
insanely for years. I'm terrified to try and work without them.

Kris

On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Be ready to have someone write some help if you ever do, without a decent
> system to reduce them to sparse data and to work do the work GPU side 800
> shapes move at the speed of a brick chained to a column, especially in Maya
> :) XSI 5 however was managing it respectably well already on Pentium III
> and 4s back then :)
>
> On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz <g...@janimation.com>
> wrote:
>
>> Thanks Raff,
>>
>> I have used both techniques but never heard some of those terms.... ICE
>> made doing this work much easier for me.
>>
>> I have never ended up with 800 shapes.... but give me the time and the
>> budget and that sounds like a blast :)
>>
>>
>> On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> You can blame Bay Raitt for some of the names being thrown around, and
>>> the LISP community he grew up in :)
>>>
>>> Combination sculpting comes in two flavors, FACS based, with expressions
>>> tabled out and combinations being largely corrective and flattened out, and
>>> twitch based, with shapes representing individual muscles as roots,
>>> combinations of nearby muscles in couples or triplets as first branch, and
>>> so on to full face compensation, usually you stop at tier three or four,
>>> which can easily get you hundreds of shapes (Charlotte in Charlotte's web
>>> was twitch combinations and amounted to 802 shapes, Gollum in return of the
>>> kind was FACS and I think Bay ended up in the 820 or so range in the end).
>>>
>>> You can use something like stretch mesh (or ideally better) equalisation
>>> process after that to reduce drift if you're in a hurry with the broad
>>> strokes.
>>>
>>> Combinatorics are shapes that bridge two other shapes by correcting
>>> their conflict (additive) rather than by replacing them (you can combine
>>> with C = abs(A-B) in the former, or suplant with C = abs(A-B) and then
>>> subtract C's intensity from A and B).
>>>
>>> On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz <g...@janimation.com>
>>> wrote:
>>>
>>>> We (Brad did all the ICE magic) worked up some pretty niffy tricks for
>>>> our head tech demo.
>>>>
>>>> We could pose our head which was a slightly enhanced FR rig export a
>>>> reference head into ZB... bring it back into soft the subtract the the
>>>> deforms of the mesh and reapply only the differences from the corrective
>>>> shape.
>>>>
>>>> Point drift is caused most of the time by subdividing the model in
>>>> Zbrush. If you do a subdivision in Z all your base point will shift.   In
>>>> our case the mesh was dense enough that was not an issue, we could still
>>>> clearly see the forms without subdividing while in Zbrush. Brad wired up a
>>>> ICE tree for the imported corrective shapes to be triggered by pulling
>>>> different distances from the rig. Of course drift can happen from someone
>>>> moving points they have no business of moving, or even worse they move
>>>> points in the wrong direction for the correction or shape. I always work in
>>>> a stepped process to avoid this for shapes, whether I sent to Zbrush or
>>>> not. I am at first only focused on how the point mass moves first. I try to
>>>> get this done with as few proportional moves as possible. Then I test the
>>>> motion in Soft and on the rig.,  take a look at what it looks like with the
>>>> jaw open etc. Then I slowly massage the shapes into place checking the
>>>> sculpt in action
>>>>
>>>> I don't remember if the zbrush link busts your rig, in our case the
>>>> workflow was to use separate reference geo.
>>>>
>>>> It is better if it when done all under one roof but if my point count
>>>> goes high enough  I will jump through a few hoops to get to a better point
>>>> manipulator.
>>>>
>>>> Raf I have never heard the term combinatorics before, and when I looked
>>>> it up I could not find any references that clearly showed me how it applied
>>>> to shape animation or rigging. Can you point me to a reference that might
>>>> help fill in my knowledge gap  : )
>>>>
>>>> Also Eric,  I had heard of folks having a different neutral vs skinning
>>>> pose but I have not really seen a good explanation of the idea. I have
>>>> modified a sculpt to be better for rigging, but that shape then becomes my
>>>> base shape. What is the difference?
>>>>
>>>>
>>>>
>>>> On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane <
>>>> raffsxsil...@googlemail.com> wrote:
>>>>
>>>>> If you're doing combinatorics you don't model the shapes in isolation,
>>>>> you tweak a base and need to see the result on the combination, which 
>>>>> might
>>>>> be one to four tiers of combinations away.
>>>>> You don't do combination sculpting without the rig because you don't
>>>>> do combination sculpting on the final shape half the time if you're
>>>>> sensible and can't waste a lot of time in kickbacks.
>>>>>
>>>>> Doing shapes in ZBrush is doable, but they all need a lot of work
>>>>> after coming back in because by the nature of ZBrush you will have shit
>>>>> drifting all over the place. When they will add more than a single morph
>>>>> and a few simple vector operations to wire the morphs it will then be the
>>>>> ultimate tool for it, right now it's like trying to drive a truck out of a
>>>>> parking lot with a small gate. Blindfolded. On iced out ground. With a
>>>>> monkey hitting you on the head with a baseball bat every five seconds.
>>>>> Technically doable, but not worth the bother unless you get to show the
>>>>> mental breakdowns on TV and cash them in :)
>>>>>
>>>>> If you're doing cartoony or largely procedurally shaded stuff you can
>>>>> take a fair amount of drift. if you're doing something that has hundreds 
>>>>> of
>>>>> rigid scales or precisely styled hair bound to the UV space it's an
>>>>> unmitigated disaster when you don't have something like Soft (or a shitton
>>>>> of stuff piled on top of Maya) around to do the work.
>>>>>
>>>>> On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz <g...@janimation.com>
>>>>> wrote:
>>>>>
>>>>>> Raff while what you say is true about needing to check the results of
>>>>>> your sculpts in combination with with other shapes and deformers. There 
>>>>>> is
>>>>>> no reason those edits should not be done in the tool-set best suited to
>>>>>> sculpt.
>>>>>>
>>>>>> Using something like Zaplink or a few scripts can make the back and
>>>>>> forth seamless.  ICE made it so much easier to to pose based deformations
>>>>>> and corrective shapes using Zbrush to edit.
>>>>>>
>>>>>> That being said I still do a great bit of my shape work in soft,
>>>>>> unless its a very dense mesh, then I whip out the Z
>>>>>>
>>>>>> On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane <
>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>
>>>>>>> The problem with ZBrush, or any modelling app that doesn't have your
>>>>>>> full rig in it, is that for things like combination sculpting they are
>>>>>>> useless, because you need to see multiple timelines of the shapes
>>>>>>> converging as you refine them for the result to be any good. It's also a
>>>>>>> ton easier to get combinatorics started in Soft since you can start any
>>>>>>> shape from any number of others with ICE. I so miss that in any other 
>>>>>>> app
>>>>>>> (that last bit is literally the only one where Houdini could compete or
>>>>>>> even surpass Soft, actually, though it's somewhat painful to wrangle the
>>>>>>> shit together when you hit a certain degree of complexity and you end up
>>>>>>> spending more time making an uber rig than you do working the shapes'
>>>>>>> alignment).
>>>>>>>
>>>>>>> On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez <
>>>>>>> jordiba...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Thanks for the notes, there has been quite a lot of changes but it
>>>>>>>> is true there are a few of your comments still pending, the most 
>>>>>>>> pressing
>>>>>>>> to me is speed and the viewport needs still lots of love.
>>>>>>>>
>>>>>>>> BTW, I was not advocating to use Houdini for modelling though,
>>>>>>>> rather use Zbrush to be honest and now that Zbrush is getting closer 
>>>>>>>> to a
>>>>>>>> full set of traditional modelling tools it is pretty obvious it is the
>>>>>>>> route to go.
>>>>>>>>
>>>>>>>> My feeling is that character work is certainly more painful but at
>>>>>>>> least you get some serious gains and unfortunately there are no 
>>>>>>>> options so
>>>>>>>> we are in a transition moment.
>>>>>>>>
>>>>>>>> So far they are listening and moving forward so I will stick to
>>>>>>>> Houdini for the time being and keep an eye on others.
>>>>>>>>
>>>>>>>> :-)
>>>>>>>>
>>>>>>>> jb
>>>>>>>>
>>>>>>>>
>>>>>>>> On 16 Jan 2015, at 21:28, Raffaele Fragapane <
>>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>>
>>>>>>>> A lot of quality rigging, despite piles of papers trying to sell
>>>>>>>> the public on the contrary, is still manually tweaked. Taking things 
>>>>>>>> out of
>>>>>>>> the app where you have the full rig makes authoring a major pain. The 
>>>>>>>> most
>>>>>>>> basic example is shapes, doing shapes work in XSI for something like a
>>>>>>>> combination sculpting setup was as easy as it got, especially after 
>>>>>>>> ICE.
>>>>>>>> The way data is presented and accessible, the speed on large
>>>>>>>> meshes, the modelling toolkit, it all lent itself to that kind of work 
>>>>>>>> in a
>>>>>>>> perfect storm scenario.
>>>>>>>> Doing the same in Maya, comparatively, is beyond painful and
>>>>>>>> requires a pretty big staging effort to separate work and write 
>>>>>>>> accessory
>>>>>>>> tools, in Houdini you don't even have a particularly intuitive 
>>>>>>>> modelling
>>>>>>>> toolkit, and the handling of large meshes was pretty meh with it (at 
>>>>>>>> least
>>>>>>>> up to 12, it seems to be getting better and promising to be getting 
>>>>>>>> better
>>>>>>>> again).
>>>>>>>>
>>>>>>>> The toolkit in general is pretty hard to impossible to give to a
>>>>>>>> modeller with little inclination to learn something like Houdini, while
>>>>>>>> with both Maya and Soft that's not a big challenge.
>>>>>>>>
>>>>>>>> I haven't tried the muscle system in a while, so my comment might
>>>>>>>> be dated to the point of not being valid, but the last time I did it 
>>>>>>>> was a
>>>>>>>> bit of a joke. No arbitrary topology for the deformers unless you cloth
>>>>>>>> collided (and the cloth solver was anything but acceptable), only some 
>>>>>>>> weak
>>>>>>>> superset of metaballs, rather slow, but at least it was relatively 
>>>>>>>> stable,
>>>>>>>> and overall clunky and requiring the lot a lot of micromanagement and 
>>>>>>>> a lot
>>>>>>>> of SOPs that often refused to play nicely with the rest of the app.
>>>>>>>> Mind, I haven't found a single commercial muscle system I would use
>>>>>>>> if they paid me for it, which is pretty embarrassing given when we 
>>>>>>>> needed
>>>>>>>> one for WWD we got a rather intuitive one done in just a few weeks that
>>>>>>>> worked for over 99% of the show meshes without manual intervention of 
>>>>>>>> any
>>>>>>>> sort on the sim, and literally only a dozen mesh fixes across over 800
>>>>>>>> shots.
>>>>>>>>
>>>>>>>> On top of all that, and again this is pre-14, most pre-13, it's
>>>>>>>> slow. Mind boggingly slow to articulate a decent animation rig. I 
>>>>>>>> suspect
>>>>>>>> this last point has been, or is about to be, superseded though since 
>>>>>>>> the
>>>>>>>> viewport has been getting some love.
>>>>>>>>
>>>>>>>> The main issue though remains that preparing an asset in Houdini
>>>>>>>> remains a long and involved process which very few people from other
>>>>>>>> departments, some times nobody, can be recruited into, it's born, 
>>>>>>>> lives and
>>>>>>>> dies in the hands of TDs.
>>>>>>>>
>>>>>>>> I've always had a soft spot for Houdini, and I'd give my money to
>>>>>>>> SideFX rather than many other companies any day of the year, but as a
>>>>>>>> company their commitment to character work of artistic or hybrid 
>>>>>>>> nature has
>>>>>>>> always been patchy (and I don't necessarily blame them for it) and 
>>>>>>>> subpar.
>>>>>>>> They have a lot of work to make up for it, but they seem to be
>>>>>>>> slowly doing it while making sure they don't lose their core business 
>>>>>>>> with
>>>>>>>> FX and end-to-end clients.
>>>>>>>>
>>>>>>>> I will certainly be looking at H14 as soon as some space for it in
>>>>>>>> the stash of stuff I need and want to do before clears up :)
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez <
>>>>>>>> jordiba...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> May I ask you to elaborate the “complex character rigging and
>>>>>>>>> tuned deformation”, I may be missing something.
>>>>>>>>>
>>>>>>>>> To start with you have muscles in Houdini which you don’t, let
>>>>>>>>> alone FEM simulations and a universal physics engine to cope with 
>>>>>>>>> pretty
>>>>>>>>> sophisticated things…
>>>>>>>>>
>>>>>>>>> Certainly it is easier in Softimage and more artist friendly to
>>>>>>>>> setup but I see the rigging side as one very strong point.
>>>>>>>>>
>>>>>>>>> If you are talking about screen space corrections, blend shapes
>>>>>>>>> and advanced contact collision its certainly doable with  the toolset.
>>>>>>>>>
>>>>>>>>> :-|
>>>>>>>>>
>>>>>>>>> thx
>>>>>>>>> jb
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 16 Jan 2015, at 16:59, Raffaele Fragapane <
>>>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>>>
>>>>>>>>> It's only true for some definitions of rigging.
>>>>>>>>> If you need proceduralism of course it does spectacularly well,
>>>>>>>>> and assets are simply best of breed in the industry and have been for
>>>>>>>>> years, end of story.
>>>>>>>>> For the hand-crafted complex character rig and tuned deformation
>>>>>>>>> kind of job though, no, it's not nicer than Soft, and I'd be hard 
>>>>>>>>> pressed
>>>>>>>>> to make an argument for it over Maya (which I consider pretty bottom
>>>>>>>>> barreling already without a ton of custom work).
>>>>>>>>>
>>>>>>>>> Some of the upgrades in H14 and some of the future roadmap do bode
>>>>>>>>> well for that though.
>>>>>>>>>
>>>>>>>>> On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>>  Well I say nicer, because there are allot of toys to play with.
>>>>>>>>>> I think rigging is the part where you need a non destructive
>>>>>>>>>> procedural work flow the most.
>>>>>>>>>> In Maya it feels like you have to make damn sure you are done
>>>>>>>>>> with step A before moving onto step B.
>>>>>>>>>> Houdini is flexible to the point where you become reckless with
>>>>>>>>>> your work flow :)
>>>>>>>>>> Bit more complex when you get started, but worth it.
>>>>>>>>>> The auto rig at the very least doesn't break like the soft one
>>>>>>>>>> used to in 2011 :)
>>>>>>>>>> G
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On 16/01/2015 14:08, Mirko Jankovic wrote:
>>>>>>>>>>
>>>>>>>>>> Riggin nicer then Soft?
>>>>>>>>>> Will have to check it out then.. In maya rigging and enveloping
>>>>>>>>>> is huge crap and biggest reason that I don't wanna ago back int 
>>>>>>>>>> othat hell
>>>>>>>>>> at first place.
>>>>>>>>>>
>>>>>>>>>> On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel <nagv...@gmail.com
>>>>>>>>>> > wrote:
>>>>>>>>>>
>>>>>>>>>>> After trying to learn maya for about 6 months, learning houdini
>>>>>>>>>>> is a breath of fresh air!!
>>>>>>>>>>> It is not softimage, but I think its the only thing that will
>>>>>>>>>>> come close to the flexibility and power of soft for small studios 
>>>>>>>>>>> and
>>>>>>>>>>> freelancers.
>>>>>>>>>>> Once you get into it, It is even more power.
>>>>>>>>>>> I tried learning it about 2 years ago, and gave up because I
>>>>>>>>>>> thought my time would be better spent getting better in soft (the 
>>>>>>>>>>> future
>>>>>>>>>>> was still bright back then)
>>>>>>>>>>> Back then it seemed complicated, but after dealing with maya, it
>>>>>>>>>>> feels sooo much friendlier.
>>>>>>>>>>> The way I see it, you get the operator stack, and ice tree, all
>>>>>>>>>>> in one place, the network view
>>>>>>>>>>> So its one thing to learn.
>>>>>>>>>>> In Maya I feel like I have to learn new software every time I do
>>>>>>>>>>> something else.
>>>>>>>>>>> Rigging I found nicer than soft, and the animation editor in
>>>>>>>>>>> houdini feels like a polished version of the soft one.
>>>>>>>>>>> Houdini engine is still blowing my mind.. like it doesn't stop!!
>>>>>>>>>>> At $300 you cannot ignore this as a piece of your pipeline!
>>>>>>>>>>> I'll probably do allot of work in maya because I need to fit
>>>>>>>>>>> into teams of Mayans, but with the houdini engine, I can do the 
>>>>>>>>>>> work in the
>>>>>>>>>>> software best suited for it, without forcing the rest of the team to
>>>>>>>>>>> conform.
>>>>>>>>>>> G
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On 16/01/2015 12:08, Mirko Jankovic wrote:
>>>>>>>>>>>
>>>>>>>>>>>> modeling and character riga nd animation wise it is I assume
>>>>>>>>>>>> sitill nt as suser friendly as SI right?
>>>>>>>>>>>> how us ievrall generalist and smalls tudio experience?
>>>>>>>>>>>> SI is more or less out of the box great steramlined solution..
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>> it and let them flee like the dogs they are!
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

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