In fact it's X, C and V. X for snapping, C for whatever desktop preference you have set (top of the interface next to Help) - poly modelling, curve modelling, hair, particles etc etc, and V for selections.
The combination of the Radials with a 3dConnexion device for viewport navigation is heavenly. On 22 February 2017 at 19:36, Felix Geremus <[email protected]> wrote: > 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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