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
>>>>>
>>>>>
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