I am in the same camp, I don’t see Houdini as my modeller, the same way I don’t 
see Maya nor Softimage as my modeller although IMHO Softimage is certainly the 
best in breed for this kind of work.

jb

> On 17 Jan 2015, at 21:59, Greg Punchatz <g...@janimation.com> wrote:
> 
> We (Brad did all the ICE magic) worked up some pretty niffy tricks for our 
> head tech demo.
> 
> We could pose our head which was a slightly enhanced FR rig export a 
> reference head into ZB... bring it back into soft the subtract the the 
> deforms of the mesh and reapply only the differences from the corrective 
> shape.
> 
> Point drift is caused most of the time by subdividing the model in Zbrush. If 
> you do a subdivision in Z all your base point will shift.   In our case the 
> mesh was dense enough that was not an issue, we could still clearly see the 
> forms without subdividing while in Zbrush. Brad wired up a ICE tree for the 
> imported corrective shapes to be triggered by pulling different distances 
> from the rig. Of course drift can happen from someone moving points they have 
> no business of moving, or even worse they move points in the wrong direction 
> for the correction or shape. I always work in a stepped process to avoid this 
> for shapes, whether I sent to Zbrush or not. I am at first only focused on 
> how the point mass moves first. I try to get this done with as few 
> proportional moves as possible. Then I test the motion in Soft and on the 
> rig.,  take a look at what it looks like with the jaw open etc. Then I slowly 
> massage the shapes into place checking the sculpt in action
> 
> I don't remember if the zbrush link busts your rig, in our case the workflow 
> was to use separate reference geo.
> 
> It is better if it when done all under one roof but if my point count goes 
> high enough  I will jump through a few hoops to get to a better point 
> manipulator. 
> 
> Raf I have never heard the term combinatorics before, and when I looked it up 
> I could not find any references that clearly showed me how it applied to 
> shape animation or rigging. Can you point me to a reference that might help 
> fill in my knowledge gap  : )
> 
> Also Eric,  I had heard of folks having a different neutral vs skinning pose 
> but I have not really seen a good explanation of the idea. I have modified a 
> sculpt to be better for rigging, but that shape then becomes my base shape. 
> What is the difference?
> 
> 
> 
> On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane 
> <raffsxsil...@googlemail.com <mailto:raffsxsil...@googlemail.com>> wrote:
> If you're doing combinatorics you don't model the shapes in isolation, you 
> tweak a base and need to see the result on the combination, which might be 
> one to four tiers of combinations away.
> You don't do combination sculpting without the rig because you don't do 
> combination sculpting on the final shape half the time if you're sensible and 
> can't waste a lot of time in kickbacks.
> 
> Doing shapes in ZBrush is doable, but they all need a lot of work after 
> coming back in because by the nature of ZBrush you will have shit drifting 
> all over the place. When they will add more than a single morph and a few 
> simple vector operations to wire the morphs it will then be the ultimate tool 
> for it, right now it's like trying to drive a truck out of a parking lot with 
> a small gate. Blindfolded. On iced out ground. With a monkey hitting you on 
> the head with a baseball bat every five seconds. Technically doable, but not 
> worth the bother unless you get to show the mental breakdowns on TV and cash 
> them in :)
> 
> If you're doing cartoony or largely procedurally shaded stuff you can take a 
> fair amount of drift. if you're doing something that has hundreds of rigid 
> scales or precisely styled hair bound to the UV space it's an unmitigated 
> disaster when you don't have something like Soft (or a shitton of stuff piled 
> on top of Maya) around to do the work.
> 
> On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz <g...@janimation.com 
> <mailto:g...@janimation.com>> wrote:
> Raff while what you say is true about needing to check the results of your 
> sculpts in combination with with other shapes and deformers. There is no 
> reason those edits should not be done in the tool-set best suited to sculpt.
> 
> Using something like Zaplink or a few scripts can make the back and forth 
> seamless.  ICE made it so much easier to to pose based deformations and 
> corrective shapes using Zbrush to edit.
> 
> That being said I still do a great bit of my shape work in soft, unless its a 
> very dense mesh, then I whip out the Z
> 
> On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane 
> <raffsxsil...@googlemail.com <mailto:raffsxsil...@googlemail.com>> wrote:
> The problem with ZBrush, or any modelling app that doesn't have your full rig 
> in it, is that for things like combination sculpting they are useless, 
> because you need to see multiple timelines of the shapes converging as you 
> refine them for the result to be any good. It's also a ton easier to get 
> combinatorics started in Soft since you can start any shape from any number 
> of others with ICE. I so miss that in any other app (that last bit is 
> literally the only one where Houdini could compete or even surpass Soft, 
> actually, though it's somewhat painful to wrangle the shit together when you 
> hit a certain degree of complexity and you end up spending more time making 
> an uber rig than you do working the shapes' alignment).
> 
> On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez <jordiba...@gmail.com 
> <mailto:jordiba...@gmail.com>> wrote:
> Thanks for the notes, there has been quite a lot of changes but it is true 
> there are a few of your comments still pending, the most pressing to me is 
> speed and the viewport needs still lots of love.
> 
> BTW, I was not advocating to use Houdini for modelling though, rather use 
> Zbrush to be honest and now that Zbrush is getting closer to a full set of 
> traditional modelling tools it is pretty obvious it is the route to go.
> 
> My feeling is that character work is certainly more painful but at least you 
> get some serious gains and unfortunately there are no options so we are in a 
> transition moment.
> 
> So far they are listening and moving forward so I will stick to Houdini for 
> the time being and keep an eye on others.
> 
> :-)
> 
> jb
> 
> 
>> On 16 Jan 2015, at 21:28, Raffaele Fragapane <raffsxsil...@googlemail.com 
>> <mailto:raffsxsil...@googlemail.com>> wrote:
>> 
>> A lot of quality rigging, despite piles of papers trying to sell the public 
>> on the contrary, is still manually tweaked. Taking things out of the app 
>> where you have the full rig makes authoring a major pain. The most basic 
>> example is shapes, doing shapes work in XSI for something like a combination 
>> sculpting setup was as easy as it got, especially after ICE.
>> The way data is presented and accessible, the speed on large meshes, the 
>> modelling toolkit, it all lent itself to that kind of work in a perfect 
>> storm scenario.
>> Doing the same in Maya, comparatively, is beyond painful and requires a 
>> pretty big staging effort to separate work and write accessory tools, in 
>> Houdini you don't even have a particularly intuitive modelling toolkit, and 
>> the handling of large meshes was pretty meh with it (at least up to 12, it 
>> seems to be getting better and promising to be getting better again).
>> 
>> The toolkit in general is pretty hard to impossible to give to a modeller 
>> with little inclination to learn something like Houdini, while with both 
>> Maya and Soft that's not a big challenge.
>> 
>> I haven't tried the muscle system in a while, so my comment might be dated 
>> to the point of not being valid, but the last time I did it was a bit of a 
>> joke. No arbitrary topology for the deformers unless you cloth collided (and 
>> the cloth solver was anything but acceptable), only some weak superset of 
>> metaballs, rather slow, but at least it was relatively stable, and overall 
>> clunky and requiring the lot a lot of micromanagement and a lot of SOPs that 
>> often refused to play nicely with the rest of the app.
>> Mind, I haven't found a single commercial muscle system I would use if they 
>> paid me for it, which is pretty embarrassing given when we needed one for 
>> WWD we got a rather intuitive one done in just a few weeks that worked for 
>> over 99% of the show meshes without manual intervention of any sort on the 
>> sim, and literally only a dozen mesh fixes across over 800 shots.
>> 
>> On top of all that, and again this is pre-14, most pre-13, it's slow. Mind 
>> boggingly slow to articulate a decent animation rig. I suspect this last 
>> point has been, or is about to be, superseded though since the viewport has 
>> been getting some love.
>> 
>> The main issue though remains that preparing an asset in Houdini remains a 
>> long and involved process which very few people from other departments, some 
>> times nobody, can be recruited into, it's born, lives and dies in the hands 
>> of TDs.
>> 
>> I've always had a soft spot for Houdini, and I'd give my money to SideFX 
>> rather than many other companies any day of the year, but as a company their 
>> commitment to character work of artistic or hybrid nature has always been 
>> patchy (and I don't necessarily blame them for it) and subpar.
>> They have a lot of work to make up for it, but they seem to be slowly doing 
>> it while making sure they don't lose their core business with FX and 
>> end-to-end clients.
>> 
>> I will certainly be looking at H14 as soon as some space for it in the stash 
>> of stuff I need and want to do before clears up :)
>> 
>> 
>> On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez <jordiba...@gmail.com 
>> <mailto:jordiba...@gmail.com>> wrote:
>> May I ask you to elaborate the “complex character rigging and tuned 
>> deformation”, I may be missing something.
>> 
>> To start with you have muscles in Houdini which you don’t, let alone FEM 
>> simulations and a universal physics engine to cope with pretty sophisticated 
>> things…
>> 
>> Certainly it is easier in Softimage and more artist friendly to setup but I 
>> see the rigging side as one very strong point.
>> 
>> If you are talking about screen space corrections, blend shapes and advanced 
>> contact collision its certainly doable with  the toolset.
>> 
>> :-|
>> 
>> thx
>> jb
>> 
>> 
>>> On 16 Jan 2015, at 16:59, Raffaele Fragapane <raffsxsil...@googlemail.com 
>>> <mailto:raffsxsil...@googlemail.com>> wrote:
>>> 
>>> It's only true for some definitions of rigging.
>>> If you need proceduralism of course it does spectacularly well, and assets 
>>> are simply best of breed in the industry and have been for years, end of 
>>> story.
>>> For the hand-crafted complex character rig and tuned deformation kind of 
>>> job though, no, it's not nicer than Soft, and I'd be hard pressed to make 
>>> an argument for it over Maya (which I consider pretty bottom barreling 
>>> already without a ton of custom work).
>>> 
>>> Some of the upgrades in H14 and some of the future roadmap do bode well for 
>>> that though.
>>> 
>>> On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel <nagv...@gmail.com 
>>> <mailto:nagv...@gmail.com>> wrote:
>>> Well I say nicer, because there are allot of toys to play with.
>>> I think rigging is the part where you need a non destructive procedural 
>>> work flow the most.
>>> In Maya it feels like you have to make damn sure you are done with step A 
>>> before moving onto step B.
>>> Houdini is flexible to the point where you become reckless with your work 
>>> flow :)
>>> Bit more complex when you get started, but worth it.
>>> The auto rig at the very least doesn't break like the soft one used to in 
>>> 2011 :)
>>> G
>>> 
>>> 
>>> On 16/01/2015 14:08, Mirko Jankovic wrote:
>>>> Riggin nicer then Soft?
>>>> Will have to check it out then.. In maya rigging and enveloping is huge 
>>>> crap and biggest reason that I don't wanna ago back int othat hell at 
>>>> first place. 
>>>> 
>>>> On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel <nagv...@gmail.com 
>>>> <mailto:nagv...@gmail.com>> wrote:
>>>> After trying to learn maya for about 6 months, learning houdini is a 
>>>> breath of fresh air!!
>>>> It is not softimage, but I think its the only thing that will come close 
>>>> to the flexibility and power of soft for small studios and freelancers.
>>>> Once you get into it, It is even more power.
>>>> I tried learning it about 2 years ago, and gave up because I thought my 
>>>> time would be better spent getting better in soft (the future was still 
>>>> bright back then)
>>>> Back then it seemed complicated, but after dealing with maya, it feels 
>>>> sooo much friendlier.
>>>> The way I see it, you get the operator stack, and ice tree, all in one 
>>>> place, the network view
>>>> So its one thing to learn.
>>>> In Maya I feel like I have to learn new software every time I do something 
>>>> else.
>>>> Rigging I found nicer than soft, and the animation editor in houdini feels 
>>>> like a polished version of the soft one.
>>>> Houdini engine is still blowing my mind.. like it doesn't stop!!
>>>> At $300 you cannot ignore this as a piece of your pipeline!
>>>> I'll probably do allot of work in maya because I need to fit into teams of 
>>>> Mayans, but with the houdini engine, I can do the work in the software 
>>>> best suited for it, without forcing the rest of the team to conform.
>>>> G
>>>> 
>>>> 
>>>> 
>>>> 
>>>> On 16/01/2015 12:08, Mirko Jankovic wrote:
>>>> modeling and character riga nd animation wise it is I assume sitill nt as 
>>>> suser friendly as SI right?
>>>> how us ievrall generalist and smalls tudio experience?
>>>> SI is more or less out of the box great steramlined solution..
>>>> 
>>>> 
>>> 
>>> 
>>> 
>>> 
>>> -- 
>>> Our users will know fear and cower before our software! Ship it! Ship it 
>>> and let them flee like the dogs they are!
>> 
>> 
>> 
>> 
>> -- 
>> Our users will know fear and cower before our software! Ship it! Ship it and 
>> let them flee like the dogs they are!
> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!
> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!
> 

Reply via email to