as for AI in Houdini i think theres another use.
This time with this huge Tab menu with all nodes. id love that AI will pick 3 or 5 nodes that could be used as first (on top of menu) (like with chess algoriyhm prddicts next move)
all this based on my work (AI model will be individually trained)
so fe. when i do destruction work i pick NEW model and start recording (training) so AI model with time gets better to prompt (suggestion) my next node so i can pick it with one click and not śearching whole menu... or evrn worse memorizing and typing node name (its too geek for me xD)
so yeah i would like that AI learn my workflow and have good suggestions to speed up working process by greater UI/UX. (this time in Tab node menu) but this can apply in search too (this new option in 19.5 that i havnt tryed yet xd)
but i'd like to have full controll over those models. like: create, delete, merge and shere (with studio members or community) basicly all what open source stable diffusion offers in terms of managing models itsels - like Lora, embedings etc.
But all this only for Tab menu where i spend most time and it slows me terribble.
AI COULD ALSO SUGGEST ICONS/ACTIONS FROM SHELF TOO!
Another area where Houdini could learn my behaviour and preferences could be Animation.
FE. for start i will train custom character that is alreafy rigged with spline control objest (one that u actually animate) so for start i could use some mocaps to train basic moves, i could pick one that reflect character objectives. like this character knows kung fu . then i,ll set my custom poses using "spline controll objects" recording/training AI model. AND finally animate character using those trained models as helper. (firts i teach AI, then it do what i wanted and speed my work.
Damn. actually any object in Houdini 3D space could have such XYZ AI atatched to train its movement in 3D space, and then use it for any purpose to speed up any work.
Even nodes themself could be traind and instead of default settings and presets they could learn our preferences (with avareness of whole node structure) so FE. it will setup big render resolution if we are making stuff for print fe. etc. This could speed up tiedious node setting too.
I WANT AI IN HOUDINI ALL OVER PLACE NOW!
and in setting nodes in materials too!
and AI that is pretrained and can change or duplicate materials when i change renderer
fe i make materials in redshift that is fast and then i want render is in Arnold on farm.
so AI makes new Arnold materials based on redshit! cool AF
ups sorry for long post but ideas just pop in my heqd and sorry for bad english.
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Houdini Lounge » Houdini 20
- oldteapot7
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Houdini Lounge » Houdini 20
- oldteapot7
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I've watched that Illume and noticed that even Jeff Wagner struggles with correct settings and said it could be tidiuous. Other guys tryed to help him and finally it worked.
So instead of templates i would preffer AI with ready to use models that can manipulate NODES. Fe. AI model that can optimize nodes for "tidious compiling blocks" or make same thing but with less nodes and better OpenCL use (better optimised)
it would be perfect to turn ON and OFF AI that train model on how to use nodes and it runns it locally not in some cloud.
So with time it could understand my workflow and help me a lot. FE. when i do a lot of stylyzed cartoony animations i could just type prompt: "add another footstep in this walk cycle" and it will add it with my orginal animation style that it learned
or.. lates say i do a lot of smoke and explosions so i could just type prompt: "make this smoke that was already art directed as huge as volcano" and it will convert it to more voxels with propper settings, etc. or quick apply some last minute art directions like "make stronger wind turbulance and from other direction"
or.. massive corrections of materials in scene with one prompt. fe. "make all bump maps and high maps use gamma 1.0" and stuff like that.
I would definitely let AI observe and learn everything i do with nodes and save it to local model. Mayby even on remote server so whole community could bennefit from it (thare should be 3 options for users: no AI recording. AI recording only for local internal use, and AI recording for community- fe. for this node compilation stuff and other optimizations"
From AI ideas it would be great to have model already trained on whole Houdini source code. to make some sort of AI copilot for VEX. so i could programm it using only english language
But most important for me will be universal NODE similar to Nukes CopyCat. but with all kind of data inputs.
So i could train this AI Node with video input and mesh point animation. With music input and animation curves. With animated particles input and voxels. You get the point
Iam ready for AI revolution in Houdini and not afraid of it!
So instead of templates i would preffer AI with ready to use models that can manipulate NODES. Fe. AI model that can optimize nodes for "tidious compiling blocks" or make same thing but with less nodes and better OpenCL use (better optimised)
it would be perfect to turn ON and OFF AI that train model on how to use nodes and it runns it locally not in some cloud.
So with time it could understand my workflow and help me a lot. FE. when i do a lot of stylyzed cartoony animations i could just type prompt: "add another footstep in this walk cycle" and it will add it with my orginal animation style that it learned
or.. lates say i do a lot of smoke and explosions so i could just type prompt: "make this smoke that was already art directed as huge as volcano" and it will convert it to more voxels with propper settings, etc. or quick apply some last minute art directions like "make stronger wind turbulance and from other direction"
or.. massive corrections of materials in scene with one prompt. fe. "make all bump maps and high maps use gamma 1.0" and stuff like that.
I would definitely let AI observe and learn everything i do with nodes and save it to local model. Mayby even on remote server so whole community could bennefit from it (thare should be 3 options for users: no AI recording. AI recording only for local internal use, and AI recording for community- fe. for this node compilation stuff and other optimizations"
From AI ideas it would be great to have model already trained on whole Houdini source code. to make some sort of AI copilot for VEX. so i could programm it using only english language
But most important for me will be universal NODE similar to Nukes CopyCat. but with all kind of data inputs.
So i could train this AI Node with video input and mesh point animation. With music input and animation curves. With animated particles input and voxels. You get the point
Iam ready for AI revolution in Houdini and not afraid of it!
Edited by oldteapot7 - Aug. 30, 2023 20:38:34
Houdini Lounge » Houdini 20
- oldteapot7
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i wonder if AI could help in grouping nodes into this compilable blocks? and set all necessary settins and stuff? with one click sollution
Houdini Lounge » Houdini 20
- oldteapot7
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Houdini Lounge » When the siggraph 2023 videos will be online?
- oldteapot7
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What is this Vulcan and what adwantages over OpenGL it have?
btw. Are there any Houdini 20 rumours? like when it will be released etc?
btw. Are there any Houdini 20 rumours? like when it will be released etc?
Edited by oldteapot7 - Aug. 18, 2023 14:06:59
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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Destructive modelling is important but there are a lot of cheap alternatives. Most important is ANIMATION then CFX, Simulation and nice LookDev platform with great materials. Thats my dream combination!
plus AI
plus AI
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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From artist point of view iam missing visual feedback in UI while creating materials. Some sort of visualization helps a lot when creating complex materials. Its good for designing and debuging sometimes very complex structures.
itll be great to have 2D bitmap feedback and also 3d render in node area. Now (AFAIK) its only VEX type like idea. Wich means its more for programming then for visual artistic creation.
i imagine it more like composition nodes in Fusion or other Substance designer.
itll be great to have 2D bitmap feedback and also 3d render in node area. Now (AFAIK) its only VEX type like idea. Wich means its more for programming then for visual artistic creation.
i imagine it more like composition nodes in Fusion or other Substance designer.
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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I wish for more advanced, faster sculpting tools with layers and weights. For static geometry but also for sculping animations! By that i mean freeform, free hand manipulations of animated caches. So it'll be possible to (nondestructive) sculpt not only corrective shapes of character cloths, face morphs, muscle and posture elements but also all kind of particles, grains, destruction elements and so on.
Basicly manually manipulate and edit anything that is cached. It will save a lot of time instead of re-simulations also itll be possible to apply all small changes requested by director or VFX superviser in almost no time.
Something similar to Mush3D or Otoy's Sculptron inside SideFX Houdini would be great! There was even one from ex Lightwave but i forgot name..
Edit: Lightwave one was called Chronosculpt.
.
Basicly manually manipulate and edit anything that is cached. It will save a lot of time instead of re-simulations also itll be possible to apply all small changes requested by director or VFX superviser in almost no time.
Something similar to Mush3D or Otoy's Sculptron inside SideFX Houdini would be great! There was even one from ex Lightwave but i forgot name..
Edit: Lightwave one was called Chronosculpt.
.
Edited by oldteapot7 - July 1, 2023 13:44:28
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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What can we expect from Houdini's 20 new VIEWPORT technology and how it'll be called? (Directx 12, Metal or something else?.. i forgot xd)?
Is there gonna be node based REAL TIME Viewport Compositing like it is in Blender right now? (its preatty cool btw!)
What else can we expect from this new technology?
.
Is there gonna be node based REAL TIME Viewport Compositing like it is in Blender right now? (its preatty cool btw!)
What else can we expect from this new technology?
.
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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Neural morph. Neural deformer presented in UE 5.2. Fully anatomically correct body deformations including muscle tension, skin sliding, etc. ALL RUNNING IN REAL TIME :-) BTW those models were trained on simulations made in Houdini! so id love to have such workflow inside Houdini ASAP :-)
I imagine, that for start, there should be 3 nodes (a little bit like Copycat node in Nuke with database of already pretrained stuff ready for download from "CATerry" website)
1st node for formating and filtering data and making it usable for training modes. 2nd node for training inside Houdini (with option for easy training on the cloud - (better cloud integration))
3rd node for reading different models. Those that were trained in Houdini but also other by 3rd party and avaible in site similar to CATerry with library of models made by SideFX and community. Of course options like adding embeddings to model, prunning, mixing differrn models together, converting etc. All this feautures should be avaible right away.
Houdini AI nodes should read all kind of data, from voxel color and velocity to particle vector movement, textures, UVs, VIDEOS! (references) vertex x,y,z position, edges. kineFX skeleton!, just EWERYTHING, including how nodes are connected together in editor :-) so we could train everything. Every type of data against every type of data and make our work easier and faster.
Here's short review of this Neural deformation in UE5 in his YT channel:
I imagine, that for start, there should be 3 nodes (a little bit like Copycat node in Nuke with database of already pretrained stuff ready for download from "CATerry" website)
1st node for formating and filtering data and making it usable for training modes. 2nd node for training inside Houdini (with option for easy training on the cloud - (better cloud integration))
3rd node for reading different models. Those that were trained in Houdini but also other by 3rd party and avaible in site similar to CATerry with library of models made by SideFX and community. Of course options like adding embeddings to model, prunning, mixing differrn models together, converting etc. All this feautures should be avaible right away.
Houdini AI nodes should read all kind of data, from voxel color and velocity to particle vector movement, textures, UVs, VIDEOS! (references) vertex x,y,z position, edges. kineFX skeleton!, just EWERYTHING, including how nodes are connected together in editor :-) so we could train everything. Every type of data against every type of data and make our work easier and faster.
Here's short review of this Neural deformation in UE5 in his YT channel:
Edited by oldteapot7 - May 13, 2023 01:03:53
Houdini Lounge » Houdini design update
- oldteapot7
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From aescethic point of view i wish that rest of GUI catch up with nodes that are greatly designed. Now rest of UI feels like it is for some nerds that know how to code but not for artists. And UI have this old UNIX spirit that mayby was cool 20 years ago but now it's NOT.
I hate those retro fonts that were used in DOS and sh*t. Sadly there isnt any work around for this. Try to use onscreen HUD sliders instead. Man.. that looks sooo ugly and not functional that every animator is scared right away.
Personally i like Unreal Engine 5 UI also Nvidia Omniverse one is good. So something betwean those 2 would be ideal for me. Clean, easy to read, well arranged, simple functional design but with modern stuff like highlights or animated niuances for better feedback. All with better (and faster) help integration.
I hate those retro fonts that were used in DOS and sh*t. Sadly there isnt any work around for this. Try to use onscreen HUD sliders instead. Man.. that looks sooo ugly and not functional that every animator is scared right away.
Personally i like Unreal Engine 5 UI also Nvidia Omniverse one is good. So something betwean those 2 would be ideal for me. Clean, easy to read, well arranged, simple functional design but with modern stuff like highlights or animated niuances for better feedback. All with better (and faster) help integration.
Edited by oldteapot7 - May 10, 2023 23:27:01
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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Neural Physics for realistic hair simulations (Nvidia)
damn.. i cant wait when AI will be avaible in Houdini. Imagine that you can easilly train your own models for all CFX tasks. from hair simulation thru muscle deformation and cloth stuff. Animators would love to work with such realtime feedback from neural effects.
https://blogs.nvidia.com/blog/2023/05/02/graphics-research-advances-generative-ai-next-frontier/?=&linkId=100000200652087 [blogs.nvidia.com]
damn.. i cant wait when AI will be avaible in Houdini. Imagine that you can easilly train your own models for all CFX tasks. from hair simulation thru muscle deformation and cloth stuff. Animators would love to work with such realtime feedback from neural effects.
https://blogs.nvidia.com/blog/2023/05/02/graphics-research-advances-generative-ai-next-frontier/?=&linkId=100000200652087 [blogs.nvidia.com]
Edited by oldteapot7 - May 9, 2023 13:28:42
Houdini Lounge » Houdini design update
- oldteapot7
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I believe that Houdini's approach to interface was also procedural. i mean its just some bitmaps that replaces VEX code and are stack on top of each other withount any design touch. Without any bigger picture. And thats why it looks so ugly and more like software for programmers from '90 than 3D app for designers, artists and animators.
I can feel it :-) PS. i hate the boxy look so much. It makes me think its very old software, outdated and not modern. I dont know how to check whats under the hood so i judge by the look :-) like most of the artists. Thats the truth.
.
I can feel it :-) PS. i hate the boxy look so much. It makes me think its very old software, outdated and not modern. I dont know how to check whats under the hood so i judge by the look :-) like most of the artists. Thats the truth.
.
Edited by oldteapot7 - May 4, 2023 11:48:14
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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UI for animators have to be seriously updated. Animating is about moving curves all the time. Recent update to MAYA and Blender is good example where it should head:
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-149E5FC2-94C7-4317-91B9-820B9DFFF157 [help.autodesk.com]
also pose library have to change. so it will be possible to blend poses, mirror etc. Blender unerstads that (also "easy easing" is cool):
https://www.blender.org/download/releases/3-5/ [www.blender.org]
.
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-149E5FC2-94C7-4317-91B9-820B9DFFF157 [help.autodesk.com]
also pose library have to change. so it will be possible to blend poses, mirror etc. Blender unerstads that (also "easy easing" is cool):
https://www.blender.org/download/releases/3-5/ [www.blender.org]
.
Edited by oldteapot7 - April 20, 2023 06:02:46
Houdini Lounge » Houdini 20 Rumors
- oldteapot7
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I've started learning Houdini for real when i realised its the only 3D software that have the future. Its node base approach is perfect for AI wich is the future. Also i was very happy when i've heard its improving in character animation field. so i hope that kinefx/animation will be constantly improving and its not one stop project (like CAT plugin for MAX that was bought by AD and since then its dead)
My Houdini of dreams have:
Better UI/ UX. iam not talking about nodes wich have nice UI and functionality. not philosophy of the software that is like coding with nodes. iam talking about all exept nodes. UI should be redesigned to look more modern, reactive, nice looking not distracting background. (i hate those red snap magnets icons wich reminds me of MAX from 10 years ago)
parameter panels looks like a chaos now, all generic, hard to memorize. sliders lines are too thin, this vertical line is also too thin wich makes me hard to grab this 3 pixels with mouse. There are too many fonts, font sizes and fonts are not very readable. all this is against all basic rules of design. i think there could be more icons, mayby some subtle color coding to make it more corespodant to selected nodes. i donno. but if Blender could make quite nice UI from totally terrible one and therefore more people are using it, SideFX can upgrade it to 2023 year standards too.
next thing in UI that should be fixed is all related to animation. starting from curve editor (Maya one is best to inspire from), keyframes manipulation (Cascadeur have nice ideas in this field) to some spreadshit/non linear stuff (mayby Sculptron have good solutions) detachable animations layers with more room (please)
keyframe animating is about moving objects, keyframes and spline curves. nice, ergonomic UI is what i look at first place becouse ill be using this a lot and i mean a lot. Ah, RAM cache node would be great to have wich will work in background like its is in Maya. fast playback of animation is very important too.
from little things id love to see better help integration. fe. when selecting node from tab menu, having mouse over specific node it'll be very helpfull to read what this node do in status line (at bottom of screen) it will help memorize nodes for N00bs. quick tip windows should be more readable, now its white small text on black. also help web browser schould load faster IMO.
from AI i hope for some general node for training all kinds of data in Houdini (something like hdd cache but into AI model) similar to copyCAT in Nuke. also for some pretrained models for different common tasks like upscaling particle count, retopo, UV segmentation, etc. also low level AI where it'll be possible to chose different AI algorithmes used for training. All this not for Houdini 20 but hopefully for 20.5
Working with materials. well its hard right now. theres no visual feedback. perhaps all those VEX and material nodes should be redesigned too as a part of UI redo. i dont get why COPS have nice visual feedback so its possible to see how bump map looks like and where could be potential bug. i really hope that working with materials will improve. from autoupdating material library throu visual feedback on every node to materials assigment. some smart type of UI is needed in this field. and mayby merging COPS with VEX material nodes. MaterialX and Solaris is the future all iam looking for is better UI/UX for materials.
itll be great to have better sculping tools that work like Otoys Sculptron. good for quick fixing simulations like muscles and cloths but also particles and rigid bodies (there was another software based on Lightwave engine for that long time ago) but as an not destructive node.
for animators morphs are second best friend and it should be state of art (like new bazier node is) sculpting tools could be used for it too.
Sorry for this a bit long wishlist but i belive that sooner or later Houdini will improve in those fields and thats why iam investing my time in learning it.
oh i forgot about camera sequencer. actually it could be seqencer for everything. instead of takes (right upper corner of screen) all takes could be made as movie clips like in adobe premiere or davinci resolve with different types in interpolation. so all parameters in the scene could change depending of wich camera angle/movement is picked fe. LOD for simulation.
ah and one more UI/UX thing. Shelves. theres so many of them and i hope it will continue to grow with presets and stuff, so mayby its better to put them on somethink like Mayas hot box? i imagine it as Windows history or wahatever its called for orginising open softwares and documents. those stuff from shelves deserve full screen window bor better read and organising. fe. scrollable from up to bottom bigger icons with longer text. something like pose library. anyway now its too stuffed in those shelves and its not so often use. full screen would be nice or some sort of asset library.
My Houdini of dreams have:
Better UI/ UX. iam not talking about nodes wich have nice UI and functionality. not philosophy of the software that is like coding with nodes. iam talking about all exept nodes. UI should be redesigned to look more modern, reactive, nice looking not distracting background. (i hate those red snap magnets icons wich reminds me of MAX from 10 years ago)
parameter panels looks like a chaos now, all generic, hard to memorize. sliders lines are too thin, this vertical line is also too thin wich makes me hard to grab this 3 pixels with mouse. There are too many fonts, font sizes and fonts are not very readable. all this is against all basic rules of design. i think there could be more icons, mayby some subtle color coding to make it more corespodant to selected nodes. i donno. but if Blender could make quite nice UI from totally terrible one and therefore more people are using it, SideFX can upgrade it to 2023 year standards too.
next thing in UI that should be fixed is all related to animation. starting from curve editor (Maya one is best to inspire from), keyframes manipulation (Cascadeur have nice ideas in this field) to some spreadshit/non linear stuff (mayby Sculptron have good solutions) detachable animations layers with more room (please)
keyframe animating is about moving objects, keyframes and spline curves. nice, ergonomic UI is what i look at first place becouse ill be using this a lot and i mean a lot. Ah, RAM cache node would be great to have wich will work in background like its is in Maya. fast playback of animation is very important too.
from little things id love to see better help integration. fe. when selecting node from tab menu, having mouse over specific node it'll be very helpfull to read what this node do in status line (at bottom of screen) it will help memorize nodes for N00bs. quick tip windows should be more readable, now its white small text on black. also help web browser schould load faster IMO.
from AI i hope for some general node for training all kinds of data in Houdini (something like hdd cache but into AI model) similar to copyCAT in Nuke. also for some pretrained models for different common tasks like upscaling particle count, retopo, UV segmentation, etc. also low level AI where it'll be possible to chose different AI algorithmes used for training. All this not for Houdini 20 but hopefully for 20.5
Working with materials. well its hard right now. theres no visual feedback. perhaps all those VEX and material nodes should be redesigned too as a part of UI redo. i dont get why COPS have nice visual feedback so its possible to see how bump map looks like and where could be potential bug. i really hope that working with materials will improve. from autoupdating material library throu visual feedback on every node to materials assigment. some smart type of UI is needed in this field. and mayby merging COPS with VEX material nodes. MaterialX and Solaris is the future all iam looking for is better UI/UX for materials.
itll be great to have better sculping tools that work like Otoys Sculptron. good for quick fixing simulations like muscles and cloths but also particles and rigid bodies (there was another software based on Lightwave engine for that long time ago) but as an not destructive node.
for animators morphs are second best friend and it should be state of art (like new bazier node is) sculpting tools could be used for it too.
Sorry for this a bit long wishlist but i belive that sooner or later Houdini will improve in those fields and thats why iam investing my time in learning it.
oh i forgot about camera sequencer. actually it could be seqencer for everything. instead of takes (right upper corner of screen) all takes could be made as movie clips like in adobe premiere or davinci resolve with different types in interpolation. so all parameters in the scene could change depending of wich camera angle/movement is picked fe. LOD for simulation.
ah and one more UI/UX thing. Shelves. theres so many of them and i hope it will continue to grow with presets and stuff, so mayby its better to put them on somethink like Mayas hot box? i imagine it as Windows history or wahatever its called for orginising open softwares and documents. those stuff from shelves deserve full screen window bor better read and organising. fe. scrollable from up to bottom bigger icons with longer text. something like pose library. anyway now its too stuffed in those shelves and its not so often use. full screen would be nice or some sort of asset library.
Edited by oldteapot7 - Dec. 22, 2022 18:55:36
Houdini Lounge » Thoughts on NeuralVDB/AI Simulation Tech
- oldteapot7
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I would love to see something similar to Nuke's CopyCAT node. So i could train and then use models inside Houdini without worring about export, TensorFlow or whatever relatet to programming. Lates say i create character with muscles and skin sliding, then run simulation of different poses over night, connect this AI node so it could learn all the deformations related to bones/KineFX and finally animate using trained model with realtime deformations! That would ROX of course it would be nice to train points against pixels (animated textures or video input) basicly train every possible data type inside Houdini against anything. To be honest iam learning Houdini becouse i strongly belive it will be possible in near future. Houdini is made for AI
Edited by oldteapot7 - Oct. 18, 2022 03:23:20
Houdini Lounge » Best UI/UX for animators and artists will be:
- oldteapot7
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@mestela Yeah my mistake ive link wrong file. But still animating its basicly the same. i mean, modelling is moving vertexes and animating is basicly selecting and moving controll objects and keyframes Thats why UI is so important for animators. Anyway here is one i wanted to link (its about subdivs wich Presto is using) but you can see animation workflow there (around 18:30 min) Strange its from Autodesk channel..
Edited by oldteapot7 - Sept. 26, 2022 23:45:28
Houdini Lounge » Best UI/UX for animators and artists will be:
- oldteapot7
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Hello!
I've heard that SideFX is working on new UI/UX and on new tools for animators so i wanted to add my 5 cents specially becouse they said that are listerning to users at last presentation.
My perfect dream UI for animation will combine functionality from few DCCs, First: Pixar Presto (spreadsheet on right bottom of screenshot) its used for dealing with lots of morphs i gueass. then from bottom : Maya curve editor. its kinda perfect in terms of colours. Its also standard now, so do not reinvent wheel, just copy it , then there's keyframe editor from Cascadeur, best i've seen so far with lots of feedback. At the top of them theres of cours animbot with all magic utils that can do to curves (https://animbot.ca/home/) <- check that out, lots of examplase on their site.
On the right up side is Blender's outliner wich i belive is the best ATM. even Maya one isnt that readable and clear. and finally there's pose library - where you can actually blend poses together, not just set them like it is in Houdini now. And this purple box is custom made spiners with custom shapes imported to DCC where you can link any parameter you want and have quick access for animator. It's very important! it could be vector .SVG
Zoom of Pixar's Priesto spreadsheet. (note custom made buttons at tom for selecting groups. its better and more compact than having hierarchy tree that takes half of screen)
Second mode could have philosophy close to Akeytsu UI. (https://www.nukeygara.com/) where everything is displayed in viewport. including splines, spiners and sliders wit custom shapes made by animator as he wanted them to look. Again those custom spiners could be made by importing .SVG file and then automaticly added feautures like highlighting when mouse is over etc. for nice visual feedback. here's Akeytsu screenshot:
And here are shown how animators work at Pixar using Presto, mayby it's good for inspiration i bet that Houdini will make best looking with best functionality UI for animators ever Good luck!
And what are Your ideas for new UI? wich existing software have best features and why?
I've heard that SideFX is working on new UI/UX and on new tools for animators so i wanted to add my 5 cents specially becouse they said that are listerning to users at last presentation.
My perfect dream UI for animation will combine functionality from few DCCs, First: Pixar Presto (spreadsheet on right bottom of screenshot) its used for dealing with lots of morphs i gueass. then from bottom : Maya curve editor. its kinda perfect in terms of colours. Its also standard now, so do not reinvent wheel, just copy it , then there's keyframe editor from Cascadeur, best i've seen so far with lots of feedback. At the top of them theres of cours animbot with all magic utils that can do to curves (https://animbot.ca/home/) <- check that out, lots of examplase on their site.
On the right up side is Blender's outliner wich i belive is the best ATM. even Maya one isnt that readable and clear. and finally there's pose library - where you can actually blend poses together, not just set them like it is in Houdini now. And this purple box is custom made spiners with custom shapes imported to DCC where you can link any parameter you want and have quick access for animator. It's very important! it could be vector .SVG
Zoom of Pixar's Priesto spreadsheet. (note custom made buttons at tom for selecting groups. its better and more compact than having hierarchy tree that takes half of screen)
Second mode could have philosophy close to Akeytsu UI. (https://www.nukeygara.com/) where everything is displayed in viewport. including splines, spiners and sliders wit custom shapes made by animator as he wanted them to look. Again those custom spiners could be made by importing .SVG file and then automaticly added feautures like highlighting when mouse is over etc. for nice visual feedback. here's Akeytsu screenshot:
And here are shown how animators work at Pixar using Presto, mayby it's good for inspiration i bet that Houdini will make best looking with best functionality UI for animators ever Good luck!
And what are Your ideas for new UI? wich existing software have best features and why?
Houdini Lounge » Parameter collector in one node/UI ?
- oldteapot7
- 59 posts
- Offline
Hello
iam at watching tutorials level of learning Houdini
as animator i have doubt about comfort with using node based UI, i mean it could be a lot of clicking, diging and searching for specific parameter.
is it possible to collect all parameter ill be using for animation in one node?
fe. all morph targets, iris size, rotation of the bones etc.
make floatable window and put it on 2nd monitor ?
best if it would be drag and drop.
this could be usefull for lightning scene as well, so i could collect all lights intensity parameters in one node. making HDAs seems like too many clicking for me
somethink like it is solved in one of latest updates in Nuke:
https://vimeo.com/280355696 [vimeo.com]
iam at watching tutorials level of learning Houdini
as animator i have doubt about comfort with using node based UI, i mean it could be a lot of clicking, diging and searching for specific parameter.
is it possible to collect all parameter ill be using for animation in one node?
fe. all morph targets, iris size, rotation of the bones etc.
make floatable window and put it on 2nd monitor ?
best if it would be drag and drop.
this could be usefull for lightning scene as well, so i could collect all lights intensity parameters in one node. making HDAs seems like too many clicking for me
somethink like it is solved in one of latest updates in Nuke:
https://vimeo.com/280355696 [vimeo.com]
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