Thanks Simon. It looks like a good repository, but I have to say it makes my 
head hurt straight away.
Back to XSI for now.

Morten



> Den 8. november 2016 klokken 10:54 skrev Simon Reeves <si...@simonreeves.com>:
> 
> 
> Completely agree APART from the spells obviously.
> 
> I have been using vops all the time and now am starting to think I should
> learn some more basic vex code for wrangles. When I have seen more
> experienced working I see how they could be really useful. On the other
> hand vop networks (the ones like ICE, people say vopsop as thats the old
> name) are very clear whats going if someone else was to pick it up.?
> 
> To have the option is the best bit!
> 
> Morten as I said I looking to do some more vex, I found this, looks handy,
> Im sure there are many others, the docs are quite good too
> https://sites.google.com/site/fujitarium/Houdini/sop/wrangle
> 
> On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> 
> > 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
> > > >>>>>> ------
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> > > >> --
> > > >> 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/>*
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> -- 
> Simon Reeves
> London, UK
> *si...@simonreeves.com <si...@simonreeves.com>*
> *www.simonreeves.com <http://www.simonreeves.com/>*
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