Well Tim, I was attempting to be diplomatic thinking you'd say I was being
a tad harsh.

Glad to know we're in a similar place with Modo.

My heart for Modo hasn't completely frozen over as I still have warmth for
some good old fashioned vertex pushing in Modo, but that's as far as it
goes these days. Much as I love Houdini there are occasions when I need to
leave proceduralism at the back gate.  :)

On 17 February 2017 at 03:52, Pierre Schiller <
[email protected]> wrote:

> I got into modo, just because MAX licencenses were round 4k $. So I tried
> it on the company I was working with at that time. I went trough a solid
> -day and night even weekends- month watching Modo tutorials (without
> installing the demo) just to get my mindset around what it did. 30 days
> later I decided I was ready (Pathway: Modeling, Shading, Baking, Sculpting,
> Schematics, Render Channels, Channel Haul, Rigging, Hair, Particles,
> constraints) so I took it for a spin on a couple of projects, it delivered:
> great lighting, rendering was fast, stable except for high poly count
> assets.. But Animation was (still is?) a pain. Playback was sluggish even
> with a brand new Quadro 4000 (new at the time) but I liked it because the
> compo team used Nuke and we never suffered troubles for color space or
> naming channels...I left the company and Modo as well. Brief experience.
>
> I was watching a couple of HU videos, they all say: "you want to get into
> the game, you need to learn how to code". So I guess this is a pretty nifty
> time to ask "Where do I enroll to learn HU at a TD level?". I need to get
> my head into coding. Where do I start? I know there should be graphical
> math in the program - somewhere- as well as specific function driven
> formulas.
>
> I thinking (at the back of my mind) if I don´t get to know those things,
> I´ll just be a HU ocean operator :( (at most).
> So if anyone could help me out with some pointers....I´d deeply thank them.
>
> I was at the top of the mountain with ICE. Took me 7 years to do so. Then
> EOL.
> I don´t want that with HU math.
>
> Thanks.
>
> :D
>
>
> On Thu, Feb 16, 2017 at 9:35 PM, Tim Crowson <[email protected]> wrote:
>
>> Honestly I can't even say "come back in 3 years." That's basically what I
>> said 3 years ago. If it was still Luxology and not The Foundry, then maybe.
>> But at this point things are dragging on and getting a bit long in the
>> tooth. I don't want to go ranting. All I can say is I still can't recommend
>> Modo as a production backbone app with the kinds of productions I know are
>> done by folks here.
>>
>> -Tim
>>
>>
>> On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore <[email protected]>
>> wrote:
>>
>> I (alongside Tim Crowson from this list) have been a long term beta
>> tester for Modo, so I'll shoot from the hip here. I think Tim shares many
>> of my own thoughts and impressions and I'm sure he'll pipe in if there's
>> any aspects he disagrees with.
>>
>> First the good part, Modo remains as it's ever been the best direct
>> modelling package on earth! A mighty claim but I think it's well deserved.
>> Only recently the team at ILM used Modo for all of their kit-bashing on
>> Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller,
>> Foundry moved to an incremental development strategy for the 10 series and
>> Modo has now managed to remedy that equally deserved reputation of being
>> the most unstable DCC money can buy. They're looking to carry on with this
>> incremental development approach going forward to help ensure big new
>> features aren't partnered with a stability nosedive.
>>
>> Now comes the downside, once you go past Modo's core strengths as an
>> asset creation tool due to it's great modelling texturing and rendering
>> workflows (once you submit to the shader tree approach!), it barely
>> scratches the surface of what's required for a pipeline animation toolset.
>> Now that stability has been fixed, animation and solid pipeline credentials
>> are the next target. There's so much to be remedied here it's going to be a
>> number of years before it's even ready for consideration.
>>
>> If you can afford the luxury of using Modo strictly for its asset
>> creation strengths, it's a great weapon to have in your armoury. If you're
>> looking for an XSI replacement, come back in three years.
>>
>> On 16 February 2017 at 21:15, Eugene Flormata <[email protected]>
>> wrote:
>>
>> for people who transitioned to modo
>> how's the stability in that program? I bought modo indie on steam when it
>> was on sale with the idea to learn it on the side,
>> but I barely got to use it. was still getting used to maya which i use at
>> work. which although I like the tools. everything like explode for reasons
>> I couldn't figure out.
>>
>> my plan is to jump on the houdini wagon come the new apprenctice, then
>> jump on indie and learn that till I'm comfortable enough to get work to buy
>> full licenses.
>> I hope it's stable
>>
>>
>> On Thu, Feb 16, 2017 at 11:15 AM, Jordi Bares <[email protected]>
>> wrote:
>>
>> Below
>>
>> Sent from my iPhone
>>
>> On 16 Feb 2017, at 18:47, phil harbath <[email protected]>
>> wrote:
>>
>> I am very curious on how people feel about houdini’s character animation
>> tools.  I am reluctant to move on from Softimage until there is something
>> out there that is at least close to being on par with it.
>>
>>
>> It is pretty similar and although you will miss a few things (like the
>> mixer) you will get others (like muscles, advanced rigging, chops,...)
>>
>> Don't worry and give it a go
>>
>> Specifically the Shape Manager, non-destructive weights, and the
>> animation mixer really help me get the job done, and when it comes to the
>> negative things I hear about Maya it has kept me from making the leap in
>> that direction even though I theoretically own 2 copies,  I really am
>> hoping that Houdini is close because I really only want to make a change
>> once.
>>
>>
>> Shape management you do it out of the box through nodal workflow. Not as
>> slick but more powerful.
>>
>> Non-destructive is the name of the game.
>>
>> No mixer but you have animation layers (although a bit wonky)
>>
>> Rigging is way way better in Houdini
>>
>> Hope it helps
>>
>> Jb
>>
>>
>> thanks
>>
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