Re: Excellent Recent Gems

2017-03-23 Thread Jason S
Sorry if any double posts, recompressed images as it didn't seem to go 
trough,  but it did! :)
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Re: Excellent Recent Gems

2017-03-23 Thread Jason S

  
  

  Animating a Camera Lattice
https://vimeo.com/189939719
    
  from Pedro


  Alpiarça dos Santos
  
      :o !
  https://www.youtube.com/watch?v=uzlCoMOxJSg
    
  
  
  
  Redshift - Proxy animation control script for
Softimage 
  https://vimeo.com/208992822
     
  More from Fabricio
Chamon
  
  This script overcomes the current limitation of redshift not
  having proper support for time shifted instances on Softimage.
  Download script (.js): dropbox.com/s/64akdx6tbdirsun/Redshift_Proxy_Animation_Control_Script.js?dl=1
  
  Perception Neuron to Mixamo - toolset for crowd work
https://vimeo.com/207942755
    
  '' Some tools to improve my workflow for creating crowds. 
  The toolbar handles asset prep and retargeting, motion
tweaking and export. 
  Finally a compound is imported for crowd sim.''
  
  0:00    PPG functions
  15:00  Ice Crowd Setup
  
  
  LEGO BATMAN MOVIE
  Because it's Batman!  (... and Softimage :P )
  https://youtu.be/aBJyp2LFHgk?t=61
  
  
  
  https://youtu.be/TnjjD7_iCok?t=345
  
  _
  
  
  
  
  
  
  
  
  

  

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Re: Houdini Discord server

2017-03-23 Thread Cristobal Infante
Just joined thanks for the heads up!

On 23 March 2017 at 17:44, Jordi Bares  wrote:

> Some truly helpful people there and it is so immediate it is incredible…
>
> Join… just join.
> jb
>
> On 23 Mar 2017, at 17:06, Andy Goehler 
> wrote:
>
> I second that, it might be a bit more overwhelming trying to keep up, but
> it's an awesome additional resource.
>
> Andy
>
> On Thu, 23 Mar 2017 at 17:37, Jonathan Moore 
> wrote:
>
>> Hi folks,
>>
>>
>>
>> Thought I’d give another mention to the Houdini Discord server as this
>> becoming a very cool resource.
>>
>>
>>
>> https://thinkprocedural.github.io/
>>
>>
>>
>> I’ve spotted Jordi & Tim in the channels over the last few days getting
>> answers from the assembled Go Procedural ninja’s.
>>
>>
>>
>> It’s a fantastically generous and open community, post a question (and a
>> HIP if you like) and before long you’ll get two or three HIP’s back with
>> suggested paths forward.
>>
>>
>>
>> Only downside is that you realise how much more you have to learn! 
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Re: Houdini Discord server

2017-03-23 Thread Jordi Bares
Some truly helpful people there and it is so immediate it is incredible… 

Join… just join.
jb

> On 23 Mar 2017, at 17:06, Andy Goehler  wrote:
> 
> I second that, it might be a bit more overwhelming trying to keep up, but 
> it's an awesome additional resource.
> 
> Andy
> 
> On Thu, 23 Mar 2017 at 17:37, Jonathan Moore  > wrote:
> Hi folks,
> 
>  
> 
> Thought I’d give another mention to the Houdini Discord server as this 
> becoming a very cool resource.
> 
>  
> 
> https://thinkprocedural.github.io/ 
>  
> 
> I’ve spotted Jordi & Tim in the channels over the last few days getting 
> answers from the assembled Go Procedural ninja’s.
> 
>  
> 
> It’s a fantastically generous and open community, post a question (and a HIP 
> if you like) and before long you’ll get two or three HIP’s back with 
> suggested paths forward.
> 
>  
> 
> Only downside is that you realise how much more you have to learn! 
> 
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> subject, and reply to confirm.
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Re: Houdini Discord server

2017-03-23 Thread Andy Goehler
I second that, it might be a bit more overwhelming trying to keep up, but
it's an awesome additional resource.

Andy

On Thu, 23 Mar 2017 at 17:37, Jonathan Moore 
wrote:

> Hi folks,
>
>
>
> Thought I’d give another mention to the Houdini Discord server as this
> becoming a very cool resource.
>
>
>
> https://thinkprocedural.github.io/
>
>
>
> I’ve spotted Jordi & Tim in the channels over the last few days getting
> answers from the assembled Go Procedural ninja’s.
>
>
>
> It’s a fantastically generous and open community, post a question (and a
> HIP if you like) and before long you’ll get two or three HIP’s back with
> suggested paths forward.
>
>
>
> Only downside is that you realise how much more you have to learn! 
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Houdini Discord server

2017-03-23 Thread Jonathan Moore
Hi folks,

 

Thought I’d give another mention to the Houdini Discord server as this becoming 
a very cool resource.

 

https://thinkprocedural.github.io/

 

I’ve spotted Jordi & Tim in the channels over the last few days getting answers 
from the assembled Go Procedural ninja’s. 

 

It’s a fantastically generous and open community, post a question (and a HIP if 
you like) and before long you’ll get two or three HIP’s back with suggested 
paths forward.

 

Only downside is that you realise how much more you have to learn! 

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Re: Random Thoughts about H.

2017-03-23 Thread Andy Goehler
Regarding Passes, at first it felt really strange, everything seemed different. 
But after some time and getting into bundles the basics were mastered. What 
always bugged me in Softimage was managing partitions across passes. If there 
were changes you’d be hunting down all the partitions in various passes. I’ve 
always wished for something expression based. With wildcards on ROPs and smart 
bundles this opened the doors of freedom. I never worry about that anymore.

For overrides I use object merges, as Jordi mentioned. This is not ideal, but 
manageable, not to mention extremely flexible and always reflects changes. I’ve 
looked into material style sheets and they are quite powerful, but not as nice 
to manage from a UI perspective. I found I’d rather manage additional objects 
with object merges and their material assignments, etc. Nevertheless, MSS can 
get the job done.

What I’d wish for is a graph similar to Katana, where nodes collect the objects 
and lights. Additional nodes provide material assignment and overrides. Or 
simply bundles with overrides :D

I’m still putting the pieces together to file an RFE with SESI.

Andy



> On 23.03.2017, at 14:11, Andy Nicholas  wrote:
> 
> Yep. Worth mentioning the Material SOP too where you can override on a per 
> point/primitive/global level if you need to.
> 
> It was also pointed out to me the other day that the Material SOP is capable 
> of generating material stylesheets for you. I'm still getting my head around 
> that particular functionality, but I can see it has the potential to be very 
> helpful in a more automated pipeline.
> 
> A
> 
> 
> 
> On 23/03/2017 12:36, Jordi Bares wrote:
>> Indeed, no matter which software we choose we will certainly miss Softimage 
>> overrides and passes… Houdini offers a few approaches but none of them is as 
>> smooth and easy as Softimage.
>> 
>> The best route I have round is to use Object_Merges to do the overrides but 
>> indeed it is not as nice… :-P
>> 
>> BTW, check Material Style Sheets… will open some new avenues that may be 
>> useful.
>> 
>> jb
>> 
>> 
>>> On 23 Mar 2017, at 08:50, Rob Wuijster >> > wrote:
>>> 
>>> @Jordi and others:
>>> 
>>> Besides all the new stuff to learn, where - as you said - some stuff is 
>>> easier than others (VEX), my main gripe is rendering.
>>> I still try to get some workflow running where I can easily create 
>>> Passes/Partitions/overrides like I did in Softimage.
>>> 
>>> I know it's not the same thing in H, but not being able to quickly override 
>>> shaders on top scene level, or in bundles is a huge miss.
>>> It often results in multiple shaders and switches.
>>> 
>>> There's also Takes, but from what I've read on it most people stay clear 
>>> from it. And there's material stylesheets which are a tad over-designed and 
>>> not really user friendly imho.
>>> 
>>> So any workflows people developed on rendering, after starting to use 
>>> Houdini, are very much welcome.
>>> 
>>> cheers!
>>> 
>>> Rob
>>> 
>>> \/-\/\/
>>> On 22-3-2017 11:36, Jordi Bares wrote:
 
> Yet for the points mentioned, I would have an easier time agreeing with 
> you if indeed I found "some things to be easier, and others not", whereas 
> beyond what could be associated to "XSI muscle memory",  the sheer 
> quantity or proportions of things that are not not just easier, but 
> considerably much (much!) easier, makes it hard to just overlook and just 
> "go with it", especially when knowing how things can be.
 Putting aside the fact we have to move out of Softimage sooner or later 
 (hardware, OS, drivers, freelancers, support, etc… will eventually force 
 us out)
 
 Putting aside those areas Sofimage can’t compete because it does not have 
 the functionality (heavy duty FX mostly, Terrains, Game integration, etc…)
 
 I would like to focus on those day to day scenarios you feel are not easy 
 in Houdini, after all we could submit this input to Side Effects.
 
 Is there any particular scenario you feel strongly Softimage is much more 
 comfortable/easy/convenient?
 
 :-)
 
 jb
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 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
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 subject, and reply to confirm.
>>> 
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RE: Random Thoughts about H.

2017-03-23 Thread Jonathan Moore
It’s also worth learning about the Wedge output node. You can use this to 
automate channel variations and/or link it to the Takes system. 

 

http://www.sidefx.com/docs/houdini/nodes/out/wedge

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
Sent: 23 March 2017 12:36
To: r...@casema.nl; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Random Thoughts about H.

 

Indeed, no matter which software we choose we will certainly miss Softimage 
overrides and passes… Houdini offers a few approaches but none of them is as 
smooth and easy as Softimage.

 

The best route I have round is to use Object_Merges to do the overrides but 
indeed it is not as nice… :-P

 

BTW, check Material Style Sheets… will open some new avenues that may be useful.

 

jb

 

 

On 23 Mar 2017, at 08:50, Rob Wuijster  
> wrote:

 

@Jordi and others:

Besides all the new stuff to learn, where - as you said - some stuff is easier 
than others (VEX), my main gripe is rendering.
I still try to get some workflow running where I can easily create 
Passes/Partitions/overrides like I did in Softimage.

I know it's not the same thing in H, but not being able to quickly override 
shaders on top scene level, or in bundles is a huge miss.
It often results in multiple shaders and switches.

There's also Takes, but from what I've read on it most people stay clear from 
it. And there's material stylesheets which are a tad over-designed and not 
really user friendly imho.

So any workflows people developed on rendering, after starting to use Houdini, 
are very much welcome.

cheers!
 
Rob
 
\/-\/\/

On 22-3-2017 11:36, Jordi Bares wrote:





Yet for the points mentioned, I would have an easier time agreeing with you if 
indeed I found "some things to be easier, and others not", whereas beyond what 
could be associated to "XSI muscle memory",  the sheer quantity or proportions 
of things that are not not just easier, but considerably much (much!) easier, 
makes it hard to just overlook and just "go with it", especially when knowing 
how things can be.

Putting aside the fact we have to move out of Softimage sooner or later 
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)
 
Putting aside those areas Sofimage can’t compete because it does not have the 
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)
 
I would like to focus on those day to day scenarios you feel are not easy in 
Houdini, after all we could submit this input to Side Effects.
 
Is there any particular scenario you feel strongly Softimage is much more 
comfortable/easy/convenient?
 
:-)
 
jb
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Re: Random Thoughts about H.

2017-03-23 Thread Andy Nicholas
Yep. Worth mentioning the Material SOP too where you can override on a 
per point/primitive/global level if you need to.


It was also pointed out to me the other day that the Material SOP is 
capable of generating material stylesheets for you. I'm still getting my 
head around that particular functionality, but I can see it has the 
potential to be very helpful in a more automated pipeline.


A



On 23/03/2017 12:36, Jordi Bares wrote:
Indeed, no matter which software we choose we will certainly miss 
Softimage overrides and passes… Houdini offers a few approaches but 
none of them is as smooth and easy as Softimage.


The best route I have round is to use Object_Merges to do the 
overrides but indeed it is not as nice… :-P


BTW, check Material Style Sheets… will open some new avenues that may 
be useful.


jb


On 23 Mar 2017, at 08:50, Rob Wuijster > wrote:


@Jordi and others:

Besides all the new stuff to learn, where - as you said - some stuff 
is easier than others (VEX), my main gripe is rendering.
I still try to get some workflow running where I can easily create 
Passes/Partitions/overrides like I did in Softimage.


I know it's not the same thing in H, but not being able to quickly 
override shaders on top scene level, or in bundles is a huge miss.

It often results in multiple shaders and switches.

There's also Takes, but from what I've read on it most people stay 
clear from it. And there's material stylesheets which are a tad 
over-designed and not really user friendly imho.


So any workflows people developed on rendering, after starting to use 
Houdini, are very much welcome.


cheers!

Rob

\/-\/\/
On 22-3-2017 11:36, Jordi Bares wrote:



Yet for the points mentioned, I would have an easier time agreeing with you if indeed I found "some 
things to be easier, and others not", whereas beyond what could be associated to "XSI muscle 
memory",  the sheer quantity or proportions of things that are not not just easier, but considerably 
much (much!) easier, makes it hard to just overlook and just "go with it", especially when knowing 
how things can be.

Putting aside the fact we have to move out of Softimage sooner or later 
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)

Putting aside those areas Sofimage can’t compete because it does not have the 
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)

I would like to focus on those day to day scenarios you feel are not easy in 
Houdini, after all we could submit this input to Side Effects.

Is there any particular scenario you feel strongly Softimage is much more 
comfortable/easy/convenient?

:-)

jb
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Re: Random Thoughts about H.

2017-03-23 Thread Jordi Bares
Indeed, no matter which software we choose we will certainly miss Softimage 
overrides and passes… Houdini offers a few approaches but none of them is as 
smooth and easy as Softimage.

The best route I have round is to use Object_Merges to do the overrides but 
indeed it is not as nice… :-P

BTW, check Material Style Sheets… will open some new avenues that may be useful.

jb


> On 23 Mar 2017, at 08:50, Rob Wuijster  wrote:
> 
> @Jordi and others:
> 
> Besides all the new stuff to learn, where - as you said - some stuff is 
> easier than others (VEX), my main gripe is rendering.
> I still try to get some workflow running where I can easily create 
> Passes/Partitions/overrides like I did in Softimage.
> 
> I know it's not the same thing in H, but not being able to quickly override 
> shaders on top scene level, or in bundles is a huge miss.
> It often results in multiple shaders and switches.
> 
> There's also Takes, but from what I've read on it most people stay clear from 
> it. And there's material stylesheets which are a tad over-designed and not 
> really user friendly imho.
> 
> So any workflows people developed on rendering, after starting to use 
> Houdini, are very much welcome.
> 
> cheers!
> 
> Rob
> 
> \/-\/\/
> On 22-3-2017 11:36, Jordi Bares wrote:
>> 
>>> Yet for the points mentioned, I would have an easier time agreeing with you 
>>> if indeed I found "some things to be easier, and others not", whereas 
>>> beyond what could be associated to "XSI muscle memory",  the sheer quantity 
>>> or proportions of things that are not not just easier, but considerably 
>>> much (much!) easier, makes it hard to just overlook and just "go with it", 
>>> especially when knowing how things can be.
>> Putting aside the fact we have to move out of Softimage sooner or later 
>> (hardware, OS, drivers, freelancers, support, etc… will eventually force us 
>> out)
>> 
>> Putting aside those areas Sofimage can’t compete because it does not have 
>> the functionality (heavy duty FX mostly, Terrains, Game integration, etc…)
>> 
>> I would like to focus on those day to day scenarios you feel are not easy in 
>> Houdini, after all we could submit this input to Side Effects.
>> 
>> Is there any particular scenario you feel strongly Softimage is much more 
>> comfortable/easy/convenient?
>> 
>> :-)
>> 
>> jb
>> --
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>>  with "unsubscribe" in the 
>> subject, and reply to confirm.
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Re: Maya Time Editor

2017-03-23 Thread Anto Matkovic
As far as I know, it takes keyable and animated channels. You could use Channel 
Control window to set what is keyable, or just displayed in Channel Box.Or, you 
could make a certain channel keyable, locked, nonkeyable or else, directly in 
Chanell Box. Tip: Maya Channel Box works with multiple selected nodes, or 
multiple selected channels of one node, or both.Btw,  Maya ''select hierarchy'' 
menu command selects shape nodes, too, perhaps you'll want to avoid that, 
simple MEL that removes shapes from hierarchy selection is something like this:
select -hi;string $mysell[]=`ls -sl -type transform`;select -r $mysell;

  From: Sofronis Efstathiou 
 To: "softimage@listproc.autodesk.com"  
 Sent: Monday, March 20, 2017 7:17 PM
 Subject: Maya Time Editor
   
 Hi 
everyone,    I hope you are well. I had a quick question about Maya’s Time 
Editor, I was hoping someone maybe can help, or push me in the right direction. 
   When storing animation in Softimage’s Animation Mixer we had the option of 
isolation which channel we wanted to store. However, in Maya’s Time Editor I 
can’t seem to save a particular channel marked in the Channel box as a clip, it 
will instead remove all of the animated parameters that belong to the object. 
i.e. if the position of a sphere was animated, how do I just pull the y channel 
and leave the other two channels x and z on the object? The same for rotations 
vs position vs scale, or even the size or colour of an object etc. The same for 
constraints – how do I separate a point cns properties vs a rotation cns? I 
want to be specific about which channels are stored.    Does anyone know? I 
can’t seem to find any reference to it in the help files or online. It just 
rips off everything – even the options in theTime Editor> File>Add Animation 
from Scene Selection don’t facilitate this. I’m sure I’m missing something – 
maybe its connected to Character Sets? Or channels that are marked?    Thanks 
again.    Sofronis (Saf) Efstathiou    Principal Lecturer and BFX Competition & 
Festival Director Computer Animation Academic Group National Centre for 
Computer Animation 
Email: sefstath...@bournemouth.ac.uk    Tel: +44 (0) 1202 965805    
Profile:http://uk.linkedin.com/in/sofronisefstathiou 
Student Work:  http://www.youtube.com/NCCA3DAnimation 
http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation       
          Awarded for world-class computer animation teaching with wide 
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Re: Random Thoughts about H.

2017-03-23 Thread Rob Wuijster

@Jordi and others:

Besides all the new stuff to learn, where - as you said - some stuff is 
easier than others (VEX), my main gripe is rendering.
I still try to get some workflow running where I can easily create 
Passes/Partitions/overrides like I did in Softimage.


I know it's not the same thing in H, but not being able to quickly 
override shaders on top scene level, or in bundles is a huge miss.

It often results in multiple shaders and switches.

There's also Takes, but from what I've read on it most people stay clear 
from it. And there's material stylesheets which are a tad over-designed 
and not really user friendly imho.


So any workflows people developed on rendering, after starting to use 
Houdini, are very much welcome.


cheers!

Rob

\/-\/\/

On 22-3-2017 11:36, Jordi Bares wrote:



Yet for the points mentioned, I would have an easier time agreeing with you if indeed I found "some 
things to be easier, and others not", whereas beyond what could be associated to "XSI muscle 
memory",  the sheer quantity or proportions of things that are not not just easier, but considerably 
much (much!) easier, makes it hard to just overlook and just "go with it", especially when knowing 
how things can be.

Putting aside the fact we have to move out of Softimage sooner or later 
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)

Putting aside those areas Sofimage can’t compete because it does not have the 
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)

I would like to focus on those day to day scenarios you feel are not easy in 
Houdini, after all we could submit this input to Side Effects.

Is there any particular scenario you feel strongly Softimage is much more 
comfortable/easy/convenient?

:-)

jb
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