When using Houdini I've found Openvdb to be frankly phenomenal. Had never
been exposed to this tech before.

I know there is a softimage plugin, but never had to use it. In houdini
Openvdb is a suite of nodes which are really well integrated.




On 5 June 2014 22:35, Serch Mucino <sergio.muc...@gmail.com> wrote:

> That Pose Manager looks pretty sweet. I think a simple version of that
> could be done using native Actors/Poses and the Card View (which it's quite
> outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly
> suggest something like this to him. We'll see... from what I hear, he's got
> a lot on his plate lately.
>
> I agree with Angus there... for me, it's going to be all Modo + Houdini.
> That should do it for me (with the occasional 3ds max from time to time...)
>
>
> ----
> Sergio Mucino
>
>
>
> On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson <angus.david...@wits.ac.za>
> wrote:
>
>>  As more character animators start using Modo those kind of tools will
>> come. Studio library is very impressive (have already passed it on to our
>> lecturer to look at for next year when we get forced into Maya )
>>
>>  Most of the folks I have spoken to are going for a Modo / Houdini combo
>> as they compliment each other very well.
>>
>>  Its going to be tough to find just one package to be able to be the
>> swiss army knife that softimage is.
>>
>>
>>   From: Marco Peixoto <mpe...@gmail.com>
>> Reply-To: "softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> Date: Thursday 05 June 2014 at 11:03 PM
>>
>> To: "softimage@listproc.autodesk.com" <softimage@listproc.autodesk.com>
>> Subject: Re: OT: What strong features have you found in your new
>> transition software that SI didn´t have?
>>
>>     Thanks Sergio :)
>>
>>  Yes i know ACS, i played with its free sample when it first appeared and
>> even suggested some new features to it, like the ability to change from IK
>> to FK and vice versa maintaining the same Positions or changing Parentings
>> like IK follow head or Shoulder or Hips and maintaing same positions, im
>> used to it on the rigs I work with, going back to no having those features
>> its not a show stopper but... yah know :) I even made simple example videos
>> showing this to ACS guy(forgot his name) showing how they worked on
>> iAnimate Rigs. As a curious fact, I was a owner of the first ACS
>> apparition, in good old LW times :)
>>
>>  When I spoke about Pose Managers im speaking in things like this:
>>
>> https://www.youtube.com/watch?v=CJvxlGpYc1o
>>
>>  Although its  third partie script (free by the way) but im used to these
>> kind os Pose Managers that take screenshots when we make the Poses, I
>> currently must have probably 20-30 stored Poses already in a  TV production
>> I recently started working on, if I didn't had the screenshots and
>> everything was text based it would be a mess for me. Also this Poses are
>> made Public so anyone from the Studio can acess them to save time during
>> Animation.
>>
>>
>> I need to take a more serious look at Modo like I said previously, Maya
>> is great for CA, but for the rest... its welcome to 1999 when we are used
>> to Softimage... and so far I havent found the slightest interest in getting
>> more deep than just doing CA in Maya, so im looking around and trying to
>> decide if I should invest time in Modo or Houdini :)
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> On Thu, Jun 5, 2014 at 4:59 PM, Serch Mucino <sergio.muc...@gmail.com>
>> wrote:
>>
>>>   It appears to me some of your concerns might be addressed already.
>>> Some of the things you mention might be covered here...
>>>
>>>
>>> http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html
>>>
>>>  Also, if you'd be doing a lot of CA, I really suggest looking into ACS.
>>> It currently only supports biped-like rigs, but it's one of the best
>>> auto-riggers I've used, and it has a very nice set of animation tools and
>>> workflows built into it. You can find more info here...
>>>
>>> http://community.thefoundry.co.uk/store/kits/acs/
>>> http://manual.autocharactersetup.com/
>>>
>>>  It can also be customized to support other types of anatomical
>>> structures, but it requires working a little with the innards of the ACS
>>> character. There's videos that explain well how to do it though. I've been
>>> able to add additional deformation items to ACS rigs without too much
>>> problem.
>>>
>>>  I hope this helps a bit! Cheers!
>>>
>>>  ----
>>> Sergio Mucino
>>>
>>>
>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
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