thanks for the response,  as far as the emtopolizer question, I guess what I 
was asking was can I do that sort of thing without digging into deep is there 
something close to the surface that already does that sort of things or do 
those nodes already exist.  And mostly I am just talking about the way 
emtopolizer is able to control islands of a mesh with a non simulated particle 
system.


From: Jordi Bares 
Sent: Thursday, February 9, 2017 3:59 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: houdini 16

Trying to answer you questions… below 

  On 9 Feb 2017, at 20:48, phil harbath <[email protected]> wrote:

  sorry, yes, I meant emtopolizer.  I really like using ice to control each 
piece (fragment) of a geometry,  I am really hoping whatever I move to next has 
that capability, so if anyone knows if there is anything out there like it for 
any problem, I would be grateful.

  From: Jonathan Moore 
  Sent: Thursday, February 9, 2017 3:43 PM
  To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
  Subject: Re: houdini 16

  emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck enough 
unique tools and workflows in there to keep me coming back for years to come.  
:) 

  Much as I love Houdini, it would be even better with Eric on the payroll!

  On 9 February 2017 at 20:24, Olivier Jeannel <[email protected]> wrote:

    Emtopology, yeah it's for free in Houdini :)

    2017-02-09 19:57 GMT+01:00 phil harbath <[email protected]>:

      while houdini is a topic of conversation, as a person still entrenched in 
softimage I have a couple of questions.  I use emtopology a lot to control 
object fragments and find it indispensable, is this something that houdini can 
do without, like you know, knowing the math to recreate the actual emtop tools. 

You will be able to do that and more but of course, being more granular you 
should expect an adaptation period that surely may be frustrating or even 
painful (like any transition) but I am sure you will see the posibilities and 
what is possible to do with Houdini out of the box.

In terms of maths, I would expect you should be fine although you may want to 
take advantage of some tools by reinforcing some basic maths. This should be 
all you need for pretty much 90% of what you may be after.

https://www.pluralsight.com/courses/houdini-practical-math-tips


      Also is there some sort of autorig generator and is there an equivalent 
to character sets.  I assume that whatever the houdini mixer is, it is not up 
there with the ease of use as the softimage mixer.  I am very happy with the 
Softimage toolset for character animation, so I hate to take huge step down,  
all this talk about maya needing all sorts of scripts really turns me off, and 
the need to redo weights if any topology is changed.



Yes, there have been various incarnations and in the very latest version 16 now 
brings a much simpler and more powerful now approach built by a super 
experienced top rigger so I am sure will fit your needs without sweating blood.

You can literally go from mesh to fully rig in under 30 minutes (depending how 
fast you are with your placement of the guide rig) and deployment of a fully 
ready asset.

jb



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