"If you dont want to have to use expressions all the time avoid Maya not
Houdini :)"

ROLF!   Killer comment!

El jue., nov. 3, 2016 10:12 AM, Simon Reeves <[email protected]>
escribió:

> I did lots of fracturing and deforming (rather than simulated) on a job a
> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> the system I had (based on a vimeo video from eric mootz by the way! About
> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> really delicate with xsi to avoid crashes.
>
> After having used Houdini for a couple of months my life would have been
> soooooooo much easier in there for that job.
> I really haven't found the learning curve as steep as I thought (read
> about).
> I've used it most of 2016 now, I haven't touched xsi other than modelling
> (TODO: learn something not-dead for modelling)
>
> You can forget about those concerns about having to rely on expressions!
> If you dont want to have to use expressions all the time avoid Maya not
> Houdini :)
>
>
> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy <[email protected]> wrote:
>
> It was long ago and I know Houdini has progressed immensely, but from what
> I hear you still have to use expressions a lot, and I am much more a
> connect nodes and click buttons guy. It is awesome what can be done with
> Houdini, but it is just not very userfriendly that you have to remember or
> keep a repository of expressions to get things done.
>
> I wish it they would make an effort to get everything working with their
> nodes so it would just be a matter of connecting them right - how hard
> would that be, since the functionality is there..?
>
> //Morten
>
>
>
>
> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> [email protected]>:
> >
> >
> > "To get anything working"
> >
> > That's simply not true. Yes you can use some expressions here and there,
> > and some of it is the houdini way. Once you learn expression they make
> your
> > life easier. I personally use Evernote to write them down, eventually you
> > will learn them.
> >
> > The setup you described can be done with no expressions at all.. Up to
> you
> > though ;)
> >
> >
> > On 3 November 2016 at 14:43, Morten Bartholdy <[email protected]
> > <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
> >
> > > Well yes, I am sure Houdini is up to the task, and almost as sure I am
> not
> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
> because
> > > you have to type in expressions here and there to get anything
> working, and
> > > I am just not the syntax type.
> > >
> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
> can
> > > do what I want, so I will give that a spin.
> > >
> > > //Morten
> > >
> > >
> > >
> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > > [email protected] <javascript:_e(%7B%7D,'cvml','[email protected]');>>:
> > > >
> > > >
> > > > This would be very straight forward in houdini, and possibly a good
> > > > exercise to get going ;)
> > > >
> > > > On 3 November 2016 at 13:19, Morten Bartholdy <[email protected]
> > > <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
> > > >
> > > > > I am trying to put together an effect where I need to explode
> > > prefractured
> > > > > chunks of geometry from a mesh.
> > > > >
> > > > > Ideally it should be controllable so I can move a null o an object
> > > around
> > > > > and start bits flying off away from the original unfractured
> objects
> > > > > surface along the normals.
> > > > >
> > > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > > Polygon Islands operator to generate particles and lock the chunks
> to
> > > the
> > > > > particles. This setup works fine in a non simulated tree where I
> can do
> > > > > nonsimulated effects like turbulizing the position of the particles
> > > with
> > > > > emtool_turbulize_position, but I need to make it simulated, apply
> some
> > > > > forces, and use some sort of inititalizing object for the effect,
> so
> > > it can
> > > > > be animated to grow from one place on the geoemtry and spread out
> over
> > > the
> > > > > surface.
> > > > >
> > > > > I can't really figure out how to take the pointcloud generated by
> > > Julians
> > > > > emVI_Create Particles from Island Centres and explode the
> particles. Is
> > > > > there perhaps a tutorial somewhere or a different method for
> attaching
> > > > > geometry to particles and simulate them, either just straight
> forward
> > > or as
> > > > > Bullet RBDs?
> > > > >
> > > > > Thanks.
> > > > >
> > > > >
> > > > > //Morten
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> --
> Simon Reeves
> London, UK
> *[email protected] <[email protected]>*
> *www.simonreeves.com <http://www.simonreeves.com/>*
> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>*
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