Thanks! I already watched most of these, but I missed the part about the radial menus somehow.
Cheers. 2017-02-22 20:31 GMT+01:00 Oliver Weingarten <[email protected]>: > > By pressing "C" on the keyboard ;) > > Take a look at all the small tuts Fianna put together on Vimeo! > https://vimeo.com/goprocedural/videos > > cheers, > oli > > > > > Am 22.02.2017 um 20:20 schrieb Felix Geremus: > > How do you activate the new radial menus? > > 2017-02-22 15:24 GMT+01:00 Jonathan Moore <[email protected]>: > >> To major things I hadn't noted are: >> >> - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to >> be compiles as a block on the fly for parallel execution. The documentation >> makes clear that this is just the start of a larger program of optimising >> SOPs for threading but this looks like it could be a really efficient >> workflow for SOP 'for loops', essential for destruction and such like. >> http://sidefx.com/docs/houdini/model/compile >> >> - Attribute Expression SOP: This is the new replacement for the goto per >> point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP >> allowed you to action essential point attribute manipulations but was >> single threaded. The Attribute Expression SOP is fully multithreaded and is >> an extension of the Wrangle family of nodes. >> http://sidefx.com/docs/houdini/nodes/sop/attribexpression >> >> On 22 February 2017 at 08:38, Rob Wuijster <[email protected]> wrote: >> >>> Terrain generation is going to be a lot of fun :-) >>> And I like all the tweaks for the network view, very useful stuff there. >>> >>> Now I'm off to ruin my Wednesday.... ;-) >>> >>> Rob >>> >>> \/-------------\/----------------\/ >>> >>> On 21-2-2017 18:04, Ed Schiffer wrote: >>> >>> IT HAS ARRIVED >>> go grab yours!! >>> https://www.sidefx.com/download/ >>> On Fri, 10 Feb 2017 at 16:29 Pierre Schiller < >>> [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]> wrote: >>>> >>>> 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 >>>> >>>> >>>> ------ Softimage Mailing List. 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