About epiphany :) expected after few months or so, well, still nothing here :), 
after four years and more than thousand of hours in front of H. 
I'd say, H is really special case, where usual story about adaptation to 
another DCC doesn't work.
First of all, this app is already 'adapted' to all wishes of coders, to level 
unseen in DCC world. OK, these people were before, anyway, they obviously did 
not tried to adapt self to 3d standards, it seems to me they did everything to 
adapt H to their habits.If anyone is example unwilling to adapt, well that's 
Houdini people :). In times of H13, they tried to explain me why I don't need 
HTML help (which btw is working with fifty fifty success here, all these 
years), why H textport is better, so on. For small example (one of many) how 
that works from another side: Houdini allows to write expression in number 
input field directly, which us probably great for coding, but.... whenever I've 
tried to animate in H, because I have habit to do not care about mouse position 
when entering K key, this was taken as expression not able to evaluate, next 
mouse-keyboard action caused crash. Whenever I felt relaxed enough to forget 
where I am, it was Houdini to explain me. For similar problems in Maya, it was 
just remapping of S key to something harmless.
IMO, only way to adapt to and love  H is just to forget any view port 
interaction, to do not use view port for anything else than display - then, 
generally it's fine, question is how much someone is able to reallocate to 'no 
view port centric ' method. Animator or modeler, not that much.
Second, apps like SI, Maya, Max, C4d or Blender, they are similar in many ways, 
so actually *is* possible to use one as another, at least in introductory 
phase. When I started with SI, I used a few scripts to allow Max style of 
transform offset for around first two years, always tried to avoid SI dopeshit, 
and.. still I'd consider my SI experience as successful. I disabled Blender 
cursor as much as possible, Blender is still usable.
Third, 'speaking with Martians'. At some point I've figured out that only 
available quaternion interpolation in Animation Editor is qlinear() thing, so 
no TCB keys or anything like. When complained on forums, got long answer about 
quaternions and math behind, explaining to me idiot, that such type of only 
linear interpolation is smooth enough by self (by the way I'd say it is only 
and only if there is constant angular speed across keyframes, otherwise is 
not). It was one of developers I think, clearly not showing the understanding 
of basics. Now what, I have to submit RFE hoping for feature granted in Maya, 
Max, Blender for decades. Have no energy for that, there are another options.
Fourth... Maya is... Maya, it is a norm, industry standard, hundred of movies, 
possible careers, first DCC I was learning, huge user base. If I am good in one 
field and dislike the another, someone else could take the counterpart, that's 
it. It is bad, but not *that* bad to move on. Same works with Max and C4d, more 
or less.

Anyway, just to put something positive, and of course shameless plug: I'm 
slowly working on streamlined version of this 
thinghttp://forums.odforce.net/topic/23842-no-skin/For some unknown reason this 
one seems to be most popular of all things I've tried to present to Houdini 
people (most popular in Houdini world means a lot of conversation with another 
authors or like-to-be-authors and no one end user, as usually :)). This time 
I'd try to make it as much 3d app independent (no chops, no VEX code), relying 
only on VOP structure and simple mocap style rig, there should be some way of 
interpolation to make it faster, so on. To be honest, I wanted to redo it in 
Fabric, but, we are where we are, hope to have something to conquer the 3d 
world :) sometime in summer.


      
   
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