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=- >>>> >>> >

