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 >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Portfolio 2013 <http://be.net/3dcinetv> > Cinema & TV production > Video Reel <https://vimeo.com/3dcinetv/reel2012> > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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