I just want to jump in regarding the scripting and expressions in houdini.
I also hate scripts and expressions.. I want to make pictures with 
pictures, not pictures with words.
In Houdini so far I've learned about 10 expressions and scripts.
The are short things like:
fit01() and rand($PT)
I call them spells, cause it takes the "maya" out of it, and you need 
spells to make magic.
These 10 spells gets used every day for almost everything I do in 
houdini, but most of the time I'm connecting nodes like its xmas.
You also can avoid vex wrangling completely by using vops instead. (Vops 
are almost exactly like ice trees)
Whenever I do a tutorial involving wrangle nodes, I either do it in 
vops, or cut my losses and look for another tutorial.

I think its fair to say that I use houdini in a very non-td kind of way.
That being said, I'm creating things I couldn't after 10 years in soft, 
and going home at 5pm almost every day.
Walking past my friends who chose Maya, knowing they'll be at their 
desks for another 2 hours at least, is the hardest part.

The point I'm trying to make is: There are a few scripts you'll have to 
learn, but its not so bad, and well worth it!
G
On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
> which didn't quite manage, as it quickly gets slow with many polygon islands, 
> and very unstable after ground impact. So I was looking for something simpler 
> without collisions between fractured pieces where I could just make them 
> start flying off the surface.
>
> Imagine a person covered with a thin shell of metal, which fractures, then 
> pieces start flying away locally and eventually all remaining pieces drop and 
> tumble to the floor.
>
> The first part could be done without collisions, then the later action need 
> simulation with collisions. they are separate cuts so I have some freedom 
> here, regarding methods.
>
> I found Gustavos Motion Tools bullet implementation faster and more stable 
> than Momentums (!) but need to check with the full amount of geometry. The 
> trouble is the shell is not very thick, so the solvers have a hard time 
> handling intercollisions between fractured pieces.
>
> I would say I am inclined to give Houdini a try after the descriptions here 
> after all, but likely not for this job.
>
>
>
>
>> Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
>> <[email protected]>:
>>
>>
>> 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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