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. >> >> >