looks awesome !!! more modeling stuff creeping in to the update

On 10 February 2017 at 08:59, Jordi Bares <[email protected]> wrote:

> Yes, all of that is pretty straightforward without any maths although the
> ice looking growth structures may require some more involvement.
>
> Certainly directing it and making it look like that will take a lot of
> work and flair but the underlying toolset can do that without any calculus.
>
> Jb
>
> Sent from my iPhone
>
> On 10 Feb 2017, at 03:41, Ognjen Vukovic <[email protected]> wrote:
>
> I mean to keep things flowing.
>
> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic <[email protected]> wrote:
>
>> Why not just make rray.de/houdini ?
>>
>>
>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>> [email protected]> wrote:
>>
>>> When I think of emTopolizer I always think of Tim Borgmann's work for
>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
>>> emTopolizer. But this Altima spot is my pick of the three.
>>>
>>> https://vimeo.com/46490225
>>>
>>> On 9 February 2017 at 22:28, Jordi Bares <[email protected]> wrote:
>>>
>>>> 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
>>>>
>>>>
>>>>
>>>>>> 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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>>>>>
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