PS: I always knew I would miss *a lot* that "middle click" feature on a menu to repeat its last operation. And the ability to zoom in on a camera view. (SHIFT+Z) on Softimage. Basically, all the strongest "workflow tricks" that softimage has.
On 27 October 2017 at 10:45, Alex Doss <alexd...@gmail.com> wrote: > Hi, I hope this time my post will make it to this list. > As of now I have about 5 months of houdini experience. And I am totally in > love with it, and love is growing by the minute. > At this moment and personally, I feel the biggest fault in H is the UI > real estate it seems to claim. > As a Generalist/Td one has to access all aspects of a project during the > course of a day. At the moment this is already fastidious. > Way too many dives IN/OUT to have access a given param. Promoting is ok, > but I consider it, to some extend, a waste of time since u have to "stop" > to promote. And that doesnt usually place the param where u need it to be. > (finger tips) > Hou needs to improve VASTLY on filtering. (hello 16.5) > Viewport Display filter (geometry, nulls, bones, curves, pointclouds, vdb, > isolate selected (without scene interference) etc... ) > Tree view (Softimage explorer like) Urgently ! ( multi-selection, selected > obj only, parameters only, takes, groups, material, stylesheets ,etc.. ) > > Currently treeview has some filters i mentioned already in place, yet far > from optimal. "Takes" have to be checked with a specialized "treeview" > like window. Thats quite similar to the obtuse "Mayan" approach. Aka 1 > editor per task. (Layer editor, Group editor, Take editor, StyleSheet > editor.... ) > > Blender has one really neat feature on its 'node view' where parameters > are already exposed on the node's box: > https://urldefense.proofpoint.com/v2/url?u=https-3A__bensimonds.files.wordpress.com_2011_06_defocus-5Fe1.gif&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=j7Fek1CMAmp-pitj0OIJHRmXMbtXnBROvPPDoG56a88&s=Sc9c6FgXv6Kmc7RtrDIo5LAdHn5x7xC1ciakIz05aWc&e= > > So basically, I feel houdini's interface still remains too much on your > face, as opposed to ur work. Granted Im only starting, but that's my 2 > cents atm. > Luv, > Al. > > > > > > On 27 October 2017 at 10:04, Jordi Bares <jordiba...@gmail.com> wrote: > >> I am very interested in understanding the things others see in Houdini >> that are wrong or not quite there. >> >> What do you exactly mean by “control of motion” >> >> Jb >> >> Sent from my iPhone >> >> On 27 Oct 2017, at 00:48, Jonathan Moore <jonathan.moo...@gmail.com> >> wrote: >> >> The short answer to your question Phil is no. Control of motion in >> Houdini isn't as easy or intuitive as it is with XSI/ICE. But the longer >> answer is that you can easily build bespoke tools in Houdini to provide the >> exact flavour of motion control you favour. >> >> Houdini gives you less out of the box but it's far easier to create >> bespoke tools in Houdini than with any other DCC. >> >> On 27 October 2017 at 00:18, phil harbath <phil.harb...@jamination.com> >> wrote: >> >>> I would be interested to know if Motion Creation is as easy and powerful >>> as it is in ICE, I can find I can do whatever I want to do for the most >>> part in ice, create point clouds in most any fashion, pop them in and out >>> at any time, and apply animated colors to them as I see fit, I would think >>> that you do much of this in C4D but without the complete control you can >>> get with ICE, however I wonder if the same ease of creation is there with >>> Houdini. I agree with others I would just assume continue to use >>> Softimage/Ice, however, I worry about the day, Soft just doesn’t open. I >>> have had problems like this with other programs where just recently some >>> updates whether it be windows 10 or the video drivers, have caused certain >>> things to crash, and has caused me great anxiety. >>> >>> *From:* Jonathan Moore >>> *Sent:* Thursday, October 26, 2017 7:07 PM >>> *To:* Official Softimage Users Mailing >>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=j7Fek1CMAmp-pitj0OIJHRmXMbtXnBROvPPDoG56a88&s=feS6NZgMADaMrp6PBjqL_gX5haoEBAu3viWphsZ_Vzg&e= >>> /forum/#!forum/xsi_list >>> *Subject:* Re: Softimage - not going away... >>> >>> Those coming from the likes C4D and After Effects doing wonderful stuff >>> in Houdini were in many cases already technical artists. One of the >>> Aixsponza/Entagma boys (Manuel) started out in XSI as it happens, the other >>> was skilled in Processing (Moritz). And Simon Holmedal was a math nerd long >>> before he gazed eyes on C4D, never mind Houdini. Ben Watt on the other hand >>> is a great example of a C4D artist not used to technical workflows who >>> rapidly adapted to using Houdini as his main platform. >>> >>> Motion design is my thing and I encourage any artists I know to learn >>> Houdini, but sadly for some, things don't click. At the moment I'm working >>> with others on a Mograph/MASH type suite of tools for Houdini. Creating the >>> cloners, effectors and falloffs of a typical motion graphics plugin suite >>> is the easy part, making it a 'gateway drug' into the delights of Houdini, >>> a little harder! But we feel one of the major hooks is performance and >>> luckily the v16 release cycle has seen critical SOP nodes become thread >>> friendly (e.g. the Copy and Point SOP's for starters). C4D and Maya's >>> motion design tools are throttled by a single threaded core, so a suite of >>> tools in Houdini with similar capabilities, whilst being optimised for >>> fully threaded workflows will hopefully provide further encouragement for >>> motion artists to deepen their Houdini knowledge. ;) >>> >>> On 26 October 2017 at 21:30, Jordi Bares <jordiba...@gmail.com> wrote: >>> >>>> No worries Jonathan.. >>>> >>>> It is nevertheless interesting that non-technical artists like those >>>> coming from C4D and AfterEffects are jumping on Houdini and some really are >>>> doing amazing work the like we haven’t seen so may be it will be an >>>> evolution in the sense that understanding the processes may be fundamental >>>> for the type of work they intend to do. >>>> >>>> Anyway… good luck though >>>> >>>> hugs >>>> jb >>>> >>>> >>>> On 26 Oct 2017, at 19:41, Jonathan Moore <jonathan.moo...@gmail.com> >>>> wrote: >>>> >>>> I wasn't intending to pick holes Jordi, so apologies if it came over >>>> that way. But yes, be it nodal shading, nodal compositing or full featured >>>> end to end procedural modeling and animation; nodes scare the bejesus out >>>> of a many artists. Personally, I find nodes a more visually descriptive >>>> view of things but have come to realise there are many that don't share my >>>> view. :) >>>> >>>> On 26 October 2017 at 19:29, Jordi Bares <jordiba...@gmail.com> wrote: >>>> >>>>> Indeed you are right, I probably have a skewed vision due to the fact >>>>> that everyone is now exposed to Nuke (and here XSI) which have node based >>>>> approaches but may be outside is not so obvious. >>>>> >>>>> I hope you have fun though. ;-) >>>>> jb >>>>> >>>>> >>>>> >>>>> On 26 Oct 2017, at 18:44, Jonathan Moore <jonathan.moo...@gmail.com> >>>>> wrote: >>>>> >>>>> Jordi, I'm only recounting the feedback I get from the artists I >>>>> support. Some of these artists find nodal approaches per se as being >>>>> technical. >>>>> >>>>> You, I and most on this list know this not to be the case, but we have >>>>> to be considerate that not all artists are wired the same as us. >>>>> >>>>> On 26 October 2017 at 18:13, Jordi Bares <jordiba...@gmail.com> wrote: >>>>> >>>>>> Could you give me an example of various stages of a production where >>>>>> you need those skills? I can only see a few places where you do and >>>>>> others >>>>>> that you might if you want to do complex stuff (like modern abstract >>>>>> motion >>>>>> graphics for example) >>>>>> >>>>>> Let’s also remember, only recently we have Wrangle nodes and although >>>>>> they are awesome, you didn’t even have them a few years back yet you were >>>>>> able to do anything (slower of course) in other manners. A good example >>>>>> is >>>>>> the new Point Wrangle versus the old Point SOP. >>>>>> >>>>>> I still think for Previz, Modelling, Animation (not technical FX >>>>>> animation), Layout, Shading, Texturing, Lighting and Rendering you need >>>>>> Zero skills. >>>>>> >>>>>> But may be I am missing something. >>>>>> jb >>>>>> >>>>>> >>>>>> >>>>>> On 26 Oct 2017, at 17:29, Jonathan Moore <jonathan.moo...@gmail.com> >>>>>> wrote: >>>>>> >>>>>> >>>>>>> The only way to learn a language well is to fully immerse into it, >>>>>>> same thing here… Houdini is not hard any more, UX and specially a more >>>>>>> viewport centric approach makes it very easy to start. >>>>>>> True there is some vocabulary and weird things in a few areas but >>>>>>> those come easy if you really go for it. >>>>>> >>>>>> >>>>>> I say this as a Houdini fan. Houdini is only an easy transition for >>>>>> technical artists. I support teams of artists from fine art backgrounds >>>>>> as >>>>>> well as technical artists and those with a fine art background even found >>>>>> ICE a challenge. For larger teams made up of both TD's and artists this >>>>>> isn't a major issue, but the fact that so much of Houdini is >>>>>> Wrangle-centric these days causes problems for those with a purely art >>>>>> school background who don't know their way around a scripting language, >>>>>> never mind a C-like programming language. >>>>>> >>>>>> I think it's untrue to say 'Houdini is not hard anymore', but more >>>>>> true to say that Houdini is easier to transition to from another DCC (for >>>>>> those with a technical aptitude). You won't get far in Houdini if you >>>>>> can't >>>>>> at the very least think programmatically, and that still goes for those >>>>>> that stick to VOP's rather than Wrangles. >>>>>> >>>>>> One can argue that 3d is an inherently technical art, but there are >>>>>> plenty of professionals working in media & entertainment based studio >>>>>> businesses that get by just fine without any aptitude for scripting & >>>>>> programming. Unfortunately, I don't think it's untrue to state that it's >>>>>> difficult to get past the basics in Houdini without a technical aptitude. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On 26 October 2017 at 17:01, Jordi Bares <jordiba...@gmail.com> >>>>>> wrote: >>>>>> >>>>>>> The only way to learn a language well is to fully immerse into it, >>>>>>> same thing here… Houdini is not hard any more, UX and specially a more >>>>>>> viewport centric approach makes it very easy to start. >>>>>>> >>>>>>> True there is some vocabulary and weird things in a few areas but >>>>>>> those come easy if you really go for it. >>>>>>> >>>>>>> :) >>>>>>> >>>>>>> jb >>>>>>> >>>>>>> >>>>>>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <x...@colorshopvfx.dk> >>>>>>> wrote: >>>>>>> > >>>>>>> > Houdini is still to technical to even start using. Blender I have >>>>>>> actually looked at and it doesn't look half as bad as Maya, but it also >>>>>>> very much depends on where you are working or aspire to work. >>>>>>> > >>>>>>> > Maya is a ticket to work in most places these days I guess, but it >>>>>>> is also certain to drive you mad, and hate going to work everyday. >>>>>>> > >>>>>>> > Honestly I would love to work with Houdini, and might even sit >>>>>>> down and try and learn it some day, but it is still damn hard to start >>>>>>> using, so downtime is considerable. >>>>>>> > >>>>>>> > MB >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel < >>>>>>> nagv...@gmail.com>: >>>>>>> >> >>>>>>> >> >>>>>>> >> >>>>>>> >>> I read the stories by people who had the bad fortune to have to >>>>>>> learn Maya earlier and I have to say everything they wrote is true and >>>>>>> then >>>>>>> some. After 3 months+ of everyday Maya punishment I actually only like >>>>>>> some >>>>>>> modeling tools and being able to see layered textures in the viewport - >>>>>>> the >>>>>>> rest is a horrible mess. And our Maya artists are blissfully oblivious >>>>>>> to >>>>>>> how much easier their lives could have been if things had been >>>>>>> different. >>>>>>> >>> >>>>>>> >>> >>>>>>> >>> Morten >>>>>>> >> >>>>>>> >> If you read on, the story splits. >>>>>>> >> Kinda like a "choose your own adventure" >>>>>>> >> Some people choose Maya, and THEY DIE!!!! >>>>>>> >> Others choose NOT-Maya and live. >>>>>>> >> Honestly I would rather use bryce and poser. >>>>>>> >> Why not Houdini or Blender, Morten? >>>>>>> >> G >>>>>>> >> >>>>>>> >> ------ >>>>>>> >> Softimage Mailing List. >>>>>>> >> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>>> > ------ >>>>>>> > Softimage Mailing List. >>>>>>> > To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>>> >>>>>>> >>>>>>> ------ >>>>>>> Softimage Mailing List. >>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>>> >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>>> >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>> >>> >>> ------------------------------ >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Alex Doss > Mobile: +31 (0) 6 5437-2515 > web: www.alexdoss.com > -- Alex Doss Mobile: +31 (0) 6 5437-2515 web: www.alexdoss.com
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