I think the interface, might need a remelt, it is clearly not intended for
the diversity of tasks you would get in a regulate DCC.

This said I'm not sure I want to see a hap hazard dilution of Houdini, into
a patchum'up DCC. Don't get me wrong, i expect them to get there
eventually, after all where does one go when you have solves VFX :P?

What i mean is, i hope they do it well if they do it at all, regardless of
the time it might take. as it was never a complete solution to begin with,
but what it does, people seem happy to report it does well.

On 24 January 2016 at 21:11, Mirko Jankovic <[email protected]>
wrote:

> How are they looking on character animation side right now?
> one of the problems with H is that they still have a bit steep learning
> curve which it self wouldn't be a big problem if it wasn't due to lack of
> free time to spend on that learning :(
>
> On Sun, Jan 24, 2016 at 9:40 PM, Juhani Karlsson <
> [email protected]> wrote:
>
>> Sidefx is getting a lot of momentum these days. I think Maya will get
>> serious competitor if and when sidefx starts to push the character side
>> more.
>> On 24 Jan 2016 21:13, "Adam Sale" <[email protected]> wrote:
>>
>>> The one thing to note i have found with ngskin is it only plays nicely
>>> with . ma files.
>>>
>>> I fear an .mb getting touched by it.
>>>
>>> I agree with Graham. When we compare what we had in soft, we are always
>>> bound for disappointment. That's not to say we shouldn't be trying to push
>>> our agenda every possible chance.
>>>
>>> I haven't rigged in soft since the day it was announced eol. My students
>>> literally stopped paying attention in an instant.
>>>
>>> I just resigned myself to pushing into Maya fully. Too painful
>>> otherwise.
>>> On Jan 24, 2016 8:38 AM, "Eric Turman" <[email protected]> wrote:
>>>
>>>> I sent this off a bit too quickly:
>>>>
>>>>    1. point weight in Softimage
>>>>    2. export back to May via. .FBX
>>>>    3. then make a .mel script to connect the deformers to you Maya rig.
>>>>
>>>>
>>>> On Sun, Jan 24, 2016 at 10:32 AM, Eric Turman <[email protected]>
>>>> wrote:
>>>>
>>>>> I tried using that plugin on a freelance project with many characters
>>>>> that I had to rig and point weight in Maya. While it was much better than
>>>>> Maya's default, and I know that it is much better than what Maya users are
>>>>> used to, it still was horribly klunky and unpleasant to work with. I don't
>>>>> think this is entirely the developer's fault though; I blame the designers
>>>>> of Maya for thier corrupted workflow.
>>>>>
>>>>> So, when I tried it last year I found it only slightly less awkward to
>>>>> work with but I quickly ran into many sticky points with it. So, when I
>>>>> asked the ngSkin tools community how to achieve some of the sublime
>>>>> workflow that Soft natively, the users responded to me with "why would you
>>>>> want to do that" and the like. So, no, I can not agree with you and
>>>>> recommend that plugin Graham.
>>>>>
>>>>> Instead just use Softimage to point weight and <gak> write a mel
>>>>> script <gak> to  hook the deformers back up the the control
>>>>> structure...that was what I ended up doing and I was much much much 
>>>>> happier
>>>>> for it.
>>>>>
>>>>>
>>>>>
>>>>>
>>>> --
>>>>
>>>>
>>>>
>>>>
>>>> -=T=-
>>>>
>>>
>

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