Could I see some projects to be able to be more accurate? I would hate to give 
you the wrong impression of either easiness or difficulty.

jb


> On 9 Feb 2017, at 21:16, phil harbath <[email protected]> wrote:
> 
> 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 
> <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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