You certainly can do it but it is more cumbersome, I have done it before and
wasn’t complicated but it wasn’t as slick as Softimage.
The way you would do it (roughly speaking is)
- Bake your animation curves onto a clip files (yep, you can do that)
easily
- Using CHOPs (channel operators) you will load those clips and
manipulate them to build all your blending, loops, etc…
- After all the manipulations you will export those channels back to
the rig (just using the Export node)
BUT,
On the way you gain proper signal processing (which will allow you to do things
you can’t even dream of doing in Softimage), you will be able to do advanced OS
piping (imagine one houdini session running some computations and piping that
data over the network to feed your animation operations), you will also be able
to connect devices (hello MIDI) effortlessly, and many many other things.
All in all, you will loose things, you will gain things… in my particular case
I rather move forward rather than stay on an abandoned ship in the middle of
the Pacific, so I am happy to trade X for Y and carry on.
Hope it helps
jb
> On 17 Feb 2017, at 06:02, phil harbath <[email protected]> wrote:
>
> so there really is no (easy) way of creating clips of animation based on a
> character set (or whatever) and loop them and blend them into other clips, I
> hate to describe it that way since I am kind of repeating my question about
> if houdini can emulate the mixer in Softimage (and perhaps sharing clips
> among like models).
>
> thanks
>
> From: Jordi Bares <>
> Sent: Thursday, February 16, 2017 2:15 PM
> To: Official Softimage Users Mailing
> List.https://groups.google.com/forum/#!forum/xsi_list <>
> Subject: Re: Opinion gathering
>
> 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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