my first experiment with rigging in Houdini :-))))

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Max Evgrafov

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Mar 20, 2014, 5:29:48 AM3/20/14
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https://www.youtube.com/watch?v=FkdQyet1EN4#t=24

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Brent McPherson

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Mar 20, 2014, 9:06:04 AM3/20/14
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Damn, I wish you had posted this. ;-)

https://www.youtube.com/watch?v=iRZ2Sh5-XuM
winmail.dat

Max Evgrafov

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Mar 20, 2014, 11:52:45 AM3/20/14
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Хорошего Вам настроения !!! :-)

Jordi Bares

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Mar 20, 2014, 2:24:37 PM3/20/14
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Sebastien Sterling

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Mar 20, 2014, 3:13:18 PM3/20/14
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I remember my first experience with rigging in maya:

Inline images 1

Oscar Juarez

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Mar 20, 2014, 3:27:32 PM3/20/14
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Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach.

Vincent Fortin

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Mar 20, 2014, 3:36:25 PM3/20/14
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There a 40% off rebate right now using the coupon code "HotStuff40"

Vincent Fortin

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Mar 20, 2014, 3:38:45 PM3/20/14
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There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
I've never watched it though.

Oscar Juarez

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Mar 20, 2014, 3:41:17 PM3/20/14
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Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood.

Vincent Fortin

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Mar 20, 2014, 4:00:18 PM3/20/14
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I only skimmed through the video last year. I'm not really into rigging.

You better ask Cristopher Tedin directly, he used to be on this list.

I hope you find the courage to look into Houdini, it will open your eyes on concepts that you may be able to reproduce in other apps too.
You could also go here and search for rigging.

Some DT videos look quite interesting actually (but more advanced) http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini

On Thu, Mar 20, 2014 at 3:41 PM, Oscar Juarez <tridi.a...@gmail.com> wrote:
Isn't the rigging fundamentals using mostly the guide and auto-rig system though? Or goes through all the things under the hood.
On Thu, Mar 20, 2014 at 8:38 PM, Vincent Fortin <vfo...@gmail.com> wrote:
There's also http://www.digitaltutors.com/software/Houdini-Rigging-tutorials
I've never watched it though.
On Thu, Mar 20, 2014 at 3:36 PM, Vincent Fortin <vfo...@gmail.com> wrote:
There a 40% off rebate right now using the coupon code "HotStuff40"
On Thu, Mar 20, 2014 at 3:27 PM, Oscar Juarez <tridi.a...@gmail.com> wrote:
Is there a good reference somewhere about practices in rigging in Houdini? General not necessarily the character stuff, but more general approaches. Hierarchies, control creation, constraints, matrix transformations etc. Most of the stuff I've been watching is on SOPs which I guess it's not the correct approach.
On Thu, Mar 20, 2014 at 8:13 PM, Sebastien Sterling <sebastien...@gmail.com> wrote:
I remember my first experience with rigging in maya:


Srecko Micic

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Mar 20, 2014, 4:02:59 PM3/20/14
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Look at 3dBuzz website. They have some in depth Houdini rigging tutorials. Maybe older but I think still applicable.
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Oscar Juarez

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Mar 20, 2014, 4:06:14 PM3/20/14
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Thanks for the answers!

Max Evgrafov

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Mar 21, 2014, 3:38:05 AM3/21/14
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Why do we need ice in maya?
ICE is in Houdini. It's Vex

I previously did  effect - drop passes through the skin. Now I try repeat it in Houdini. Yet lack the knowledge but I'm training
Vop Vex very like to ICE Tree. SOP is a great location to do RIG . SOP + VOP + digital Asset + Pyton OP ++++ is great power.

https://www.youtube.com/watch?v=ClzFwO-_mic&list=UUjaTra5sDK8OOJQOS0ukbSQ
https://www.youtube.com/watch?v=TCKL3bfWZs0&list=UUjaTra5sDK8OOJQOS0ukbSQ

Max Evgrafov

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Mar 21, 2014, 3:54:19 AM3/21/14
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i'm training, and is happy, because  Houdini 's cool:-))))
https://www.youtube.com/watch?v=VYvPR3G1Zgs&feature=youtu.be

Raffaele Fragapane

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Mar 21, 2014, 4:49:07 AM3/21/14
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Yeah, if there is one thing to say for Houdini, much like ICE did for Soft users, is that if you persevere through the initial shock it's an amazing enabler for learning the fundamentals of this trade.

It's worth trying it regardless of whether you plan to use it or not at least for that.

Sebastian Kowalski

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Mar 21, 2014, 5:20:59 AM3/21/14
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initial shock is a good one, feels like being hit by a roadtrain.. twice 

Max Evgrafov

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Mar 21, 2014, 5:21:50 AM3/21/14
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http://www.sidefx.com/index.php?option=com_content&task=view&id=2692&Itemid=68

I talked with colleagues from neighboring studios who did effects for Stalingrad. They migrated from Maya to Houdini and very happy with that. And their work is very impressive.


Maya is a legendary product actually. Lots of cool things done with it. but Houdini is amazing and comfortable and Houdini have ice! and it is even greater. Moreover we must not forget that Houdini has CHOP. It is powerful tool for processing procedural animation curves.And Houdini all logical. All contexts are synchronized. this is different from a connection bigfrost. While exploring gudini I'm not saying oh shit, I'm just amazed how cool. (excluding modeling and do UV layout)


moreover  I inspires from this one http://www.awn.com/animationworld/disney-goes-wild


Dan Yargici

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Mar 21, 2014, 5:39:17 AM3/21/14
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I don't think anyone would argue with you there Max.  I've started learning it myself and I'm really enjoying it.

What's a drag though, is that while a use ICE in %90 of the work I do, I use everything else that's great about Softimage (and not so great in Houdini) %100 of the time.

DAN

Andy Goehler

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Mar 21, 2014, 5:56:09 AM3/21/14
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Sebastian, take it slowly and all will be well ;-)

As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are quite different.
While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result.

See you over at the SESI forum.

Andy

Max Evgrafov

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Mar 21, 2014, 6:52:36 AM3/21/14
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Andy of course! See you later at the SESI forum ! 

philipp seis

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Mar 21, 2014, 7:13:45 AM3/21/14
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i find the 3d buzz technical rigging in houdini DVDs very helpful.
Focusing on rigging, it keeps your brain from sopping and vopping around too much.


Oscar Juarez

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Mar 21, 2014, 7:18:07 AM3/21/14
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Yeah reading the topics seems like a good place to start.

Jordi Bares

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Mar 21, 2014, 7:53:53 AM3/21/14
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I guess the most exciting thing is that if ICE is procedural, Houdini is massively procedural and *everything* is procedural.

From signal analysis, geometry operations (Deformations) geometry creation, rigging, animation, *everything*

You can have multiple VOPs (ICE trees) talking to each other in ways so open is mind-bending.

Just have a look at copy/stamp techniques and imagine ICE being evaluated with the variable changes.

lot to learn though.   ;-)

Jason S

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Mar 21, 2014, 6:45:28 PM3/21/14
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While Houdini may be technically more powerful,
ICE, even if still can be considered somewhat technical, is quite known to be much more approachable and is (yet) another testament of bringing complexity to easier reach.

Houdini seems to be mid-way between actually scripting, and "higher level" visual programming.

We will wait and see how bifrost will be on the friendly (and integrated) side
(after foam and everything else concerning naiad will be implemented.. and graph actually exposed)

Here is a known (performance only) comparison between ICE and VOP

  http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/

And here is a typical and quite fair view of SI & Houdini

 
 

If you want a complete package (modeling, animation, procedural stuff, VFX stuff and rendering), Softimage is easily ahead of Houdini.

This is because Softimage started out as a "regular" CG suite, like Max and Maya. All the everyday workflow is very efficient and convenient. Of course you also get some killer features like FaceRobot with auto lip sync, GATOR, MOTOR, Lagoa, Gigapoly, Animation mixer, history stacks etc.

And then if you want to do procedural stuff, you can do that too. ICE has matured nicely and can make+deform geometry, do particle sims, make control rigs, affect any attributes in the scene including SRT, all without needing to code or write expressions (in Houdini you write a lot of expressions... stamp("../Pathsareannoying/copy2"), $CY, $DoIHaveToRememberthis?, 0, 0, 1)

Houdini still has more raw power (except speed, because multithreaded ICE is very fast). If you're highly technical, know how to program and you're mainly interested in VFX then Houdini is probably still your best choice. But if you want a complete package, Softimage is preferrable. Especially once Arnold is available to the general public, which shouldn't be long now. Arnold is killer. It obliterates every other renderer.

>From Pooby

  1. 05-04-2012, 06:24 AM#11

    Super Member
    . . .  ICE could be even more and it needs some competition.

    (Houdini's approach is currently far more reliant on knowledge of maths and coding so I dont see it as a similar beast, and houdini isn't a geometry animation centric package either like Softimage is)

sdsd
Mathaeus
 Post subject: Re: ICE vs HOUDINI - Split test results (a comparison)
Posted: 04 Sep 2013, 09:15 




I'd also believe test is 'valid' today, too. At least when it comes to part where ICE is faster, that is, 'point pushing'. Actually, I think ICE can be even much much more faster when it comes to strands, as specially optimized, 'child' of particles.

There is price for strands performance, as usually, some geo query won't catch the strand.

As far as I know, something similar to ICE strand doesn't exist in Houdini.

I think Houdini also does not have ready-made nodes like ICE Get Closest Location (working horse for so many tasks).

But, I think differences are result of intentional, design decision.

Generally Houdini looks like something more about flexibility, instead of performance, while ICE is more artistic, optimized tool.

Artistic, here = (relatively) limited set of tools, together with (relatively) high level of user protection, allowing the creativity as much possible.

Strong set of 'classic' operator in SI, makes ICE even more artistic - you're allowed to use ICE where, if , you want.

This is not possible in Houdini.

BTW, my knowledge about Houdini belongs to playing with demo, just a bit more this summer than usually, that's all.

Jordi Bares

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Mar 21, 2014, 6:57:33 PM3/21/14
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The perfect combination would be Softimage + Houdini, no doubt… ICE is much faster but less powerful (imagine the extent of houdini) and it is indeed harder to learn but the payback is freedom.

Unfortunately AD has cut the bridge… there is no other route unfortunately and if it is a Houdini only or mixed with Modo / Blender / Whatever it is not going to be so comfortable for a while.

:-P

Meng-Yang Lu

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Mar 21, 2014, 6:58:25 PM3/21/14
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Hi Jason,

I've seen that link spread around a couple of times.  And I've kind kept quiet about it since it is indeed educational.  Just a heads up though, Houdini particles have recently been rewritten and unified into the Dynamics Operators context.  So where the evaluation comparison between an ICE tree and a VOP network might still hold valid, the particle performance overall in production is so much faster than before.  

-Lu

Jason S

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Mar 21, 2014, 7:12:13 PM3/21/14
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Yes.. and please note that by no means was I undermining it's potential.. or for that matter, it's flourishing development.. & philosophy of life (sigh)

Max Evgrafov

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Apr 17, 2014, 3:51:24 AM4/17/14
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David Saber

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Apr 17, 2014, 4:14:25 AM4/17/14
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On 2014-04-17 09:51, Max Evgrafov wrote:
> second step ! go ahead!
> http://www.youtube.com/watch?v=ERrwmNH1fBM
>
Very nice and interesting. How long does it take to setup something like
that?
I guess you're working on "The Killer Bean, Part 4"?

David

Max Evgrafov

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Apr 17, 2014, 4:37:29 AM4/17/14
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I'm just starting to work in Houdini. I know very little about it. I did this rig two days. But if I knew more about Houdini than now I would have done it much faster. 2-3 hour I think... not more

Max Evgrafov

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Apr 23, 2014, 4:19:49 AM4/23/14
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Angus Davidson

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Apr 23, 2014, 4:38:05 AM4/23/14
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Very nice. Coming along nicely. Need more hours in the day to play with both Modo and Houdini

From: Max Evgrafov <sum...@gmail.com>
Reply-To: "soft...@listproc.autodesk.com" <soft...@listproc.autodesk.com>
Date: Wednesday 23 April 2014 at 10:19 AM
To: "david...@sfr.fr" <david...@sfr.fr>, softimage <soft...@listproc.autodesk.com>
Subject: Re: my first experiment with rigging in Houdini :-))))

http://www.youtube.com/watch?v=ai9kLopurTQ&feature=youtu.be
This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.

Max Evgrafov

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Apr 23, 2014, 5:45:41 AM4/23/14
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Yes ! Studying Houdini eliminates us from the shackles of autodesk :-)

Chris Johnson

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Apr 23, 2014, 9:04:28 AM4/23/14
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How much of that is straight out of the box, and how much of that is using "houdini expressions" to create connections, ect.? Is there any vex involved?

This is coming from someone who is completely unfamiliar with Houdini rigging?

Max Evgrafov

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Apr 23, 2014, 10:45:10 AM4/23/14
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I am completely unfamiliar with Houdini rigging. But I did a lot of time rigs in xsi https://vimeo.com/user3098735/videos . And I have consultation from houdini users. 
I used VEX to do intersection ball with box ( VEX similar like  ICE and it's helping me). And of of course I used expressions. How much ? mmm  I can not solve some problems still.  This rig is just training for me....  I do not analyze how much time I need to make the rig

Sergio Mucino

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Apr 23, 2014, 10:57:28 AM4/23/14
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Honestly, I think anyone working with Houdini will find it hard to get around using expressions. It's just the way Houdini sets relationships between channels in the most efficient way (faster). 

Sergio Muciño.
Sent from my iPad.

Jordi Bares

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Apr 23, 2014, 11:21:17 AM4/23/14
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It is not like they are more difficult than XSI ones… am I missing something?

Sebastien Sterling

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Apr 23, 2014, 11:25:21 AM4/23/14
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Is this to say, there is no way to connect attributes via point and click/drag ? you have to write them every time ?

Jordi Bares

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Apr 23, 2014, 11:38:33 AM4/23/14
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You can do a Copy  Parameter / Paste Relative Reference, its the same.

The reason you don't have drag and drop is that you can copy things a various ways

Paste Copied Values (you just paste the number/string)
Paste Copied Expressions (you paste the expression that you copied)
Paste Copied Refererence (you link the channels with an absolute path manner)
Paste Copied Relative References (you link the channels in a relative path manner)

The equivalent to XSI is 3 and 4 (my approach) so it is pretty straight forward.

Of course if you want to do string evaluation (something you can not do in XSI) you have extra tools so it is not that is not as simple as, the fact is that it is more powerful and therefore you have more tools.

A good example would be to copy the data from another channel and parse it in python directly on the channel, this is something you can't do in XSI and is tremendously powerful in Houdini.

Check the 'pythonexprs(expression)' function that does evaluate python in any field and returns a string.

hope it helps.

Chris Johnson

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Apr 23, 2014, 11:58:13 AM4/23/14
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I guess that's more what I was getting at. I'm well aware Houdini is expression dependent. However, I find with Houdini you can easily slide into technical stuff, which is great, but at the same time daunting for someone like myself who does not do scripting. Therefore, someone like myself, is unable to take advantage of this power.

Jordi Bares

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Apr 23, 2014, 12:01:05 PM4/23/14
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I have not written a single script in Houdini to this date… you don't need it due to the procedural nature of the software.

The most you will do is add a few simple expressions here and there to make it bullet proof so you don't override your names and small things like that.

Jordi Bares

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Apr 23, 2014, 12:07:41 PM4/23/14
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A good example, in XSI copying objects into each vertex of a mesh will require you to script a fairly convoluted piece of code and execute it every time you have to change the mesh.

in houdini that is 3 nodes and we are not even in ICE like world yet, this is object level.





On 23 Apr 2014, at 16:58, Chris Johnson <chr...@topixfx.com> wrote:

Chris Johnson

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Apr 23, 2014, 4:08:24 PM4/23/14
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cool

David Saber

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Apr 23, 2014, 4:40:36 PM4/23/14
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Thanks Jordi, I didn't have time to try Houdini yet, but I'm already
enthusiast thanks to your posts!

Chris Johnson

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Apr 23, 2014, 4:55:45 PM4/23/14
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I made the leap over to Houdini for one year to do this project 


We considered doing the whole thing in Houdini...rigging as well but in the end we did a Maya Animation/Houdini fur lighting and rendering it all in Mantra. We advertised looking for Houdini riggers and didn't get a single application, the reason I bring this up. So sadly Maya it was as you can't throw a stone without hitting a Maya rigger.

The render times were ridiculously quick and sideFx was the best customer service experience I've had to date.


Jordi Bares

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Apr 23, 2014, 5:26:19 PM4/23/14
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I hope I am not boring anyone, at the end of the day my intention is to demystify what so many people have come to learn Houdini is, if I knew more Modo I would be in a position to comment but unfortunately that is not he case.

In the meantime I am more than happy to help if you have questions.

Jordi Bares
jordi...@gmail.com

Jordi Bares

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Apr 23, 2014, 5:28:47 PM4/23/14
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This is the one thing I am trying to solve, open the eyes to those talented high profile artists that unfortunately need to transition to another application, hopefully some will and I will be able to work with them.

:-)

Sergio Mucino

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Apr 23, 2014, 6:26:26 PM4/23/14
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There are some of us that do know Modo, so if there's anything you'd like to know, just shoot. Will do our best to provide answers.

Sergio Muciño.
Sent from my iPad.

Sylvain Lebeau

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Apr 23, 2014, 6:27:26 PM4/23/14
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Please! Keep hem comming Jordi! ...
thanks for sharring


sly

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V-P/Visual effects supervisor
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VFX Curriculum 03: Compositing Basics




On Apr 23, 2014, at 5:26 PM, Jordi Bares <jordi...@gmail.com> wrote:

Sergio Mucino

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Apr 23, 2014, 7:30:45 PM4/23/14
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I agree. Awesome work man. Really. 


Sergio Muciño.
Sent from my iPad.

On Apr 23, 2014, at 6:27 PM, Sylvain Lebeau <s...@shedmtl.com> wrote:

Please! Keep hem comming Jordi! ...
thanks for sharring


sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 
WWW.SHEDMTL.COM <http://WWW.SHEDMTL.COM>

<am.png>
VFX Curriculum 03: Compositing Basics



Max Evgrafov

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Apr 24, 2014, 7:13:50 AM4/24/14
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Max Evgrafov

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Apr 24, 2014, 7:23:17 AM4/24/14
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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.


David Saber

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Apr 24, 2014, 7:47:18 AM4/24/14
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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?

Jon Swindells

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Apr 24, 2014, 8:13:15 AM4/24/14
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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_sw...@fastmail.fm

Jordi Bares

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Apr 24, 2014, 9:19:17 AM4/24/14
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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
jordi...@gmail.com

Jon Swindells

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Apr 24, 2014, 10:00:51 AM4/24/14
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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_sw...@fastmail.fm

Max Evgrafov

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Apr 24, 2014, 10:09:31 AM4/24/14
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Jordi Bares, what do you think about custom deformer based by vex?  I did this using ICE   http://www.youtube.com/watch?v=bqmLdoFPvTA    .  To do this i used multiply matrix transformation of deformers and point position of envelope. What do you think about this way? Can be it more faster than houdini capture tool?

Jordi Bares

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Apr 24, 2014, 10:33:40 AM4/24/14
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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
jordi...@gmail.com

Jordi Bares

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Apr 24, 2014, 10:39:42 AM4/24/14
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I would say it is going to be much faster… let me bounce the question to our Houdini guru's at Realise and will let you know the details… 

Max Evgrafov

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Apr 24, 2014, 4:33:44 PM4/24/14
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Jon Swindells, good to see you ! ( i didn't try your rig, but i wont to do it) I am sorry for my question. Can you say , are you xsi user ? Were are you going migrait?

David Saber

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Apr 24, 2014, 6:32:47 PM4/24/14
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Thanks Summatr and others who replied my questions!

Jon Swindells

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Apr 24, 2014, 7:58:52 PM4/24/14
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Hi Max, 
 
XSI user since v2
 
currently migrating to Houdini as my main commercial app with a view to going full 
Houdini/Modo sometime early next year
 
 
 
Blender/Krita/FOSS stack for my personal work :)

Max Evgrafov

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Apr 28, 2014, 11:17:09 AM4/28/14
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philipp seis

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Apr 28, 2014, 2:13:10 PM4/28/14
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Hey Max, Houdini can mix MINIMAL ELECTRO ? Awesome ! :)

Max Evgrafov

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Apr 29, 2014, 5:59:14 AM4/29/14
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http://www.youtube.com/watch?v=ldM9LP054KM&feature=youtu.be  custom envelop in xsi.  I'm finding way to do this in Houdini

Max Evgrafov

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Apr 29, 2014, 12:20:34 PM4/29/14
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Jordi Bares

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Apr 29, 2014, 1:43:04 PM4/29/14
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Brilliant work Max… it is quite amazing how fast you have jump inside VOPs!!!

good work

Max Evgrafov

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Apr 30, 2014, 3:28:45 AM4/30/14
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Jordi Bares, thanks a lot ! 
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