I would suggest to give it a proper go, if you have used ICE you will see how 
easy it is.

jb



> On 12 May 2018, at 10:48, Tom Kleinenberg <[email protected]> wrote:
> 
> This is a really interesting discussion and covers thoughts from all angles. 
> There is an element to the discussion of technical types telling the rest of 
> us we just need to "git gud" which is a bit disheartening though. (It's 
> disheartening not because it's patronising but because the only way to use 
> Houdini is to master it at fairly high technical level which will exclude a 
> number of people, myself included). I understand that there is a technical 
> learning curve to any piece of software but Houdini is a different beast to 
> the other big three (Max, Maya, eXSI). You can drop a Maya artist in XSI and 
> tell them to achieve a task and they'll do it - maybe not the most efficient 
> way, but a way that works. I don't feel that's the same in Houdini. There's 
> too much "well, nobody really models in Houdini" or "you can, but nobody 
> really animates in Houdini". That's not necessarily bad, Zbrush is probably 
> the "best" software on the market in terms of expectations to results but 
> it's clear about it's narrow focus.
> 
> To put it in a personal way, I've worked to some level in 3DS Max, Maya, 
> Lightwave and XSI. I wouldn't consider myself particularly artistically 
> gifted or technically proficient but I am good at understanding the needs of 
> a non-technical person (eg art-director), drawing up a list of requirements 
> and achieving them, getting support from concept artists are pipeline TD's if 
> needed. XSI was* the software that allowed me to go the furthest 
> independently (*was because I've had to move to Maya). I would love to 
> replace that and Houdini appears to be a good fit but I'm not sure. Maybe the 
> "uber-nodes" you're discussing are anathematic to Houdini's overall workflow 
> but would be streamline the on-boarding process. XSI was excellent at getting 
> people into the software and then allowing you to get into the more complex 
> bits on your own; although ICE was the main weapon in my arsenal, it's 
> possible to work for years without ever touching it.
> 
> On 12 May 2018 at 09:34, Jordi Bares <[email protected] 
> <mailto:[email protected]>> wrote:
> @Matt, Exactly my thoughts (but clearly better explained)
> 
> I would certainly advocate to improve things in terms of node functionality 
> or assisting better in certain aspects (blend shape manager, exporting 
> bundles in and out, or adding hierarchical overrides in takes, or adding 
> certain tools we use every single day, or bringing more “uber nodes” to VOPs 
> so we don’t have to be so granular) but always without sacrificing 
> proceduralism or breaking their core design.
> 
> Jb
> 
> 
> 
>> On 11 May 2018, at 22:04, Matt Lind <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> Given Houdini is a node based system, there is a simple paradox at play that 
>> in order to get the level of cohesiveness Softimage employed, tools need to 
>> share information and work together. A node based system, by design, 
>> requires each node to act independently. To get the Softimage workflow in 
>> Houdini requires either monolithic nodes with enough intelligence to cover 
>> all the bases of a particular task, or the UI needs to take control and hide 
>> the nodes behind the scenes slapping user's wrists if they attempt to fiddle 
>> with the nodes involved. In either case, it works against a node based 
>> system's mantra.
>> 
>> In short, I don't think it's possible for Houdini to ever become another 
>> Softimage. You'll have to settle for something that has great power but some 
>> degree of cumbersome workflow.
>> 
>> Matt
>> 
>> Message: 2 Date: Fri, 11 May 2018 18:44:10 +0100 From: Alastair Hearsum 
>> <[email protected] <mailto:[email protected]>> Subject: Re: 
>> Houdini : non VFX jobs? To: [email protected] 
>> <mailto:[email protected]>
>> I think there is real danger in pinning all this grumbling on lack of 
>> familiarity and not acknowledging that there are some fundamental design 
>> issues . The first step to recovery is to admit that there a problem. As 
>> everyone knows there is some fantastic technology in there but its strung 
>> together in an awful way. Its like putting the organs of a 20 year old in an 
>> octagenarian; each organ very capable in its own right but not in the ideal 
>> host to get the best out if it.
>> 
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