IT HAS ARRIVED
go grab yours!!
https://www.sidefx.com/download/
<https://www.sidefx.com/download/>
On Fri, 10 Feb 2017 at 16:29 Pierre Schiller
<[email protected]
<mailto:[email protected]>> wrote:
I'm jumping into HU. But from the looks of it, indie and
self teaching isn't first option. It would seem I'd need
to get into HU by partnering with someone more
experienced, as the tabs, sims and other tools need to be
further digged on the interface and -of course- they are
all needed. Having said that, HU has impressed me at new
ocean sims and crowd sims with colliders, along with fur
tools. Simply breath taking. Yes, it feels as a new
software instead of an upgrade (and that is staying
healthy) on the industry.
We all know in the end, we miss working with nodes on
ICE, and HU offers anoher cool set of nodes to keep
playing with.
Cheers.
On Feb 10, 2017 7:38 AM, "Sebastien Sterling"
<[email protected]
<mailto:[email protected]>> wrote:
looks awesome !!! more modeling stuff creeping in to
the update
On 10 February 2017 at 08:59, Jordi Bares
<[email protected] <mailto:[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] <mailto:[email protected]>>
wrote:
I mean to keep things flowing.
On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic
<[email protected] <mailto:[email protected]>>
wrote:
Why not just make rray.de/houdini
<http://rray.de/houdini> ?
On Thu, Feb 9, 2017 at 11:43 PM, Jonathan
Moore <[email protected]
<mailto:[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]
<mailto:[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]
<mailto:[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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