Thanks for the advice Gerbrand, it is much appreciated. I have no love for Maya and if anything, that might help me get over the steep part of the learning curve with Houdini, knowing greener grass fields lay ahead.
I guess it is time to give it some attention. BTW did you learn these expressions from tutorials? Cheers Morten > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <nagv...@gmail.com>: > > > 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 > >> <si...@simonreeves.com>: > >> > >> > >> 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 <x...@colorshopvfx.dk> 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 < > >> cgc...@gmail.com>: > >>> > >>> "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 <x...@colorshopvfx.dk > >>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> 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 < > >>>> cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>>: > >>>>> > >>>>> 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 <x...@colorshopvfx.dk > >>>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> 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 > >>>>>> ------ > >>>>>> Softimage Mailing List. > >>>>>> To unsubscribe, send a mail to > >> softimage-requ...@listproc.autodesk.com > >>>> <javascript:_e(%7B%7D,'cvml','softimage-requ...@listproc.autodesk.com > >> ');> > >>>>>> with "unsubscribe" in the subject, and reply to confirm. > >>>>>> > >>>>> ------ > >>>>> Softimage Mailing List. > >>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > >>>> <javascript:_e(%7B%7D,'cvml','softimage-requ...@listproc.autodesk.com > >> ');> > >>>> with "unsubscribe" in the subject, and reply to confirm. > >>>> ------ > >>>> Softimage Mailing List. > >>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > >>>> <javascript:_e(%7B%7D,'cvml','softimage-requ...@listproc.autodesk.com > >> ');> > >>>> with "unsubscribe" in the subject, and reply to confirm. > >>>> > >>> ------ > >>> Softimage Mailing List. > >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > >> with "unsubscribe" in the subject, and reply to confirm. > >> ------ > >> Softimage Mailing List. > >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > >> "unsubscribe" in the subject, and reply to confirm. > >> > >> -- > >> Simon Reeves > >> London, UK > >> *si...@simonreeves.com <si...@simonreeves.com>* > >> *www.simonreeves.com <http://www.simonreeves.com/>* > >> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>* > >> ------ > >> Softimage Mailing List. > >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > >> with "unsubscribe" in the subject, and reply to confirm. > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. 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