I hear you Jon, this is one of the things I have been stressing out as it is 
very important for today's breed of animators that are used to real time 
performance in many situations.

:-P

Jordi Bares
jordiba...@gmail.com

On 24 Apr 2014, at 15:00, Jon Swindells <jon_swinde...@fastmail.fm> wrote:

> I did start out with the simple toon rig and, don't get me wrong, it's a
> decent rig (which i learned a lot about houdini through)
> but it also avoids all the issues with a quality character rig by just
> not implementing any features that even the most basic of shots 
> would require.
> 
> squash and stretch, hose limbs, intersection tests (self and prop),
> simple face shapes etc all pretty much require a skinned mesh
> and, coming from an xsi workflow, it's a huge step backwards to have to
> playblast everything on such a simple character
> 
> I'm probably sounding overly negative but it's quite frustrating to be
> let loose with tools that are about as creative and open
> as anything i've ever had the pleasure to break only to be stymied by
> issues that shouldn't be there.
> 
> 
> it almost feels like it's bugged but it seems to be the same on prod
> build as it is on daily
> 
> iv'e not touched the auto-rig btw (other than an initial poke around)
> 
> 
> 
> contrary to the tone of my post, i'm actually really enjoying my time in
> houdini :)
> 
> 
> -- 
>  Jon Swindells
>  jon_swinde...@fastmail.fm
> 
> On Thu, Apr 24, 2014, at 04:19 PM, Jordi Bares wrote:
>> Well put Jon, it is true that the character rig Side Effects provide is
>> painfully slow when deforming but the issue is that it is trying to do
>> soooo much it is really sophisticated… and slow.
>> 
>> I will suggest to play with a fast rig like this one to get a feel… it
>> won't be as fast as Maya, this is one of the few strong points of Maya
>> but it is good.
>> 
>>      http://www.orbolt.com/asset/SideFX::toonsimple
>> 
>> And its a free asset so you can dig it and learn a lot from optimised
>> rigging in Houdini.
>> 
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>> On 24 Apr 2014, at 13:13, Jon Swindells <jon_swinde...@fastmail.fm>
>> wrote:
>> 
>>> houdini's handling of transforms is about as good as it gets.
>>> 
>>> by default, you will get a zeroed out transform on creation but this can
>>> be pushed back onto the stack
>>> as needed.
>>> 
>>> you can also quite happily stack utility transforms ala xsiNulls too if
>>> that floats your boat.
>>> 
>>> the real eye opener though, is when you realise you can pull a transform
>>> from anywhere, at any time, from any object
>>> and branch however you like.
>>> 
>>> it really does make the awkward maya (and xsi to some extent) type
>>> workarounds painfully trivial.
>>> 
>>> pre/post firing morphs are trivial, as is quat/angle based triggering of
>>> morphs.
>>> 
>>> there are really only 2 downsides to houdini for rigging/character setup
>>> - 
>>> 
>>> deformations are painfully slow - on a production scale character, you
>>> will be segmenting your mesh (hello 2004) and using bog standard
>>> non-deforming parenting to get anything remotely approaching realtime
>>> feedback.
>>> even the dist based skin is slow as mollasses.
>>> 
>>> if your animator is used to (and wants/needs) the niceties of char
>>> pickers or on char controls  
>>> expect to spend lots of time with pyside/pyqt.
>>> 
>>> of course, that is if you can find an animator who doesn't look at you
>>> like your insane for suggesting houdidni as a char anim platform.
>>> 
>>> Jordi hinted at something coming down the pipe for anim/char setup so,
>>> there's hope for it yet.
>>> 
>>> 
>>> gimbal mode is there if you need it.
>>> 
>>> -- 
>>> Jon Swindells
>>> jon_swinde...@fastmail.fm
>>> 
>>> On Thu, Apr 24, 2014, at 02:47 PM, David Saber wrote:
>>>> Cool! How about transforms on rig objects, how do you "zero out" control 
>>>> objects? Is the object's coordinate relative to its parent, like in 
>>>> XSI's "parent" translation mode? is there "add" mode for rotations?
>>>> 
>>>> On 2014-04-24 13:23, Max Evgrafov wrote:
>>>>> http://www.youtube.com/watch?v=B7bRzijbsnA&feature=youtu.be   
>>>>> completed the effect of collisions. (there are some bugs in the 
>>>>> corners of obstacles. but I'm tired of doing this rig. :)
>>>>> 
>>>>> Next step creating digital asset( I think it like model in XSI), Reach 
>>>>> an understanding how working reference models in Houdini  and then do 
>>>>> animation.
>> 
>> 
> 


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