Houdini history starts with PRISMS history. PRISMS was a collection of C programs running on Unix mainframe computers at Omnibus in 1985-1987. Most of the PRISMS programs were text based, but “Digitizer” was the first to use graphics on SGI IRIS 1200 (circa 1986). “Action” was the name of the main graphic program that most people equated to PRISMS and was written in the very early days of SideFX (Side Effects Software) 1987.
Fpaint was the first program written in C++ and shipped with PRISMS.
ICE (Interactive Compositing Environment or “and Effects” ) was the first program in C++ to have a graphical node network.
Sage (Stand Alone Geometry Editor) was equivalent to SOPs context of Houdini.
etc.
So Houdini has its roots in PRISMS which had its roots as Omnibus' proprietary CG software.
Brief PRISMS Release History
7.0 1998 PRISMS final ship
6.4 1997 SGI O2 compatibility
6.3 1997 RenderMan interface
6.1 1996 optimizations (Houdini 1.0 at SIGGRAPH)
6.0 Jun 1995 sage
5.5 Jan 1995 l-systems
5.4 Jun 1994 moca, tima
5.3 Dec 1993 mojo, ice, metaballs
5.2 1992 fpaint added (new C++ UI libs)
5.1 1991 full-width graph
5.0 1991 crystal2 renderer eliminated
4.5 1991 particles
3.0 1990 mantra raytrace renderer added
2.0 1989 patch support, deformation sops
1.5 1988 initial sops, light editor
1.0 1987 new motion editor and modeler combined to form action
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Houdini Lounge » history of houdini
- KimDavidson
- 10 posts
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Houdini Lounge » Animation in Houdini viable?
- KimDavidson
- 10 posts
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Houdini Lounge » 3D Printers + Houdini?
- KimDavidson
- 10 posts
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Kevin Mack has some really nice 3D printing from Houdini on his website:
http://www.kevinmackart.com [kevinmackart.com]
He goes through several steps of clean-up and refinement. Not sure if this is because of Houdini or just the nature of 3D printing.
http://www.kevinmackart.com [kevinmackart.com]
He goes through several steps of clean-up and refinement. Not sure if this is because of Houdini or just the nature of 3D printing.
Edited by - May 16, 2013 14:48:27
Technical Discussion » Walk cycle
- KimDavidson
- 10 posts
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thexon
Ok to put in in a simpke way,dont even make a compkex rig….just insert a box and a sphere,….make sure they start at the same point….then animate them to reach point b,but making sure the sphere is a little bit infront of the box…..now make this into a clip,and loop it…the little negligible sapce will increase with everey consecutive loop,……..now from a character rig point of view,this just means ,disatnce between ur targets will be gradually increasing,until your character is doing real bizzare stuff
In your example:
When two things start at the same point but end at different points relative to each other after undergoing some motion, how can this be made into a cycle? Cycles can be made when everything returns to the same relative position. Am I missing something?
Houdini Lounge » My personal thank you to SideFX
- KimDavidson
- 10 posts
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A personal, “you are most welcome” - although I am sure I speak for all at Side Effects on this matter. We love what we do - creating Houdini and working with artists. Getting some thanks along the way is just icing on the cake.
Many thanks to you,
Kim
President & CEO
(P.S. also co-founder, owner, ex-animator, ex-programmer, avid forum reader, … old-guy!)
Many thanks to you,
Kim
President & CEO
(P.S. also co-founder, owner, ex-animator, ex-programmer, avid forum reader, … old-guy!)
Edited by - July 22, 2009 15:15:24
Technical Discussion » MAYA to H9 (help pls)
- KimDavidson
- 10 posts
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The thing I often practiced was to have different Houdini sessions for my static models separate from my animation files. In the animation file, the static models would simply be file sops.
For example, build a procedural bookcase (call it bookcase.hip) At some point save out (or fetch out) a bookcase.bgeo and source this into animation.hip
I know it isn't necessary to do this, but it was more a housekeeping practice that didn't cost me anything. (In this particular example, at least).
If you take this approach, definitely don't delete the procedural tree that builds the bookcase (or history as you call it). You may want to tweak the procedural model at some future point and create a new “static” geometry file.
For example, build a procedural bookcase (call it bookcase.hip) At some point save out (or fetch out) a bookcase.bgeo and source this into animation.hip
I know it isn't necessary to do this, but it was more a housekeeping practice that didn't cost me anything. (In this particular example, at least).
If you take this approach, definitely don't delete the procedural tree that builds the bookcase (or history as you call it). You may want to tweak the procedural model at some future point and create a new “static” geometry file.
Houdini Lounge » Reality Check, Please
- KimDavidson
- 10 posts
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One is that it's just too hard to do, and so nobody tries it. The other is that it's not really that much harder in Houdini than in other platforms, but the results of human CG character animation in general aren't in the same league as what professional film projects require, so nobody bothers with it.
It certainly is possible to create and animate human characters (as assets) in Houdini. Perhaps even a better way, given that models, rigs, muscles, materials and character fx can be improved quite independent of the animation and any asset improvements can easily be applied to any or all the animated shots. The fact that few people do it is due to Houdini's small share in the character market, not because Houdini lacks these capabilities. That, and of course, doing photo-real characters in any package still requires a fair amount of TD work to get convincing humans (skin shaders, muscle jiggle, etc.)
CORE did “The Wild” primarily in Houdini. They ran some of development work (fur, feathers, muscles, etc) in parallel with animation. Even facial and body rigs could get updates during the course of the production. (There were about 70 unique animal characters or about 130 counting variations). The Wild also had nice environments (IMHO) done in Houdini. While this movie is not humans, you might want to take a look at The Wild and see what was possible in Houdini for full animation (H5 I think it was).
Houdini Lounge » Character animation for movies
- KimDavidson
- 10 posts
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Monster By Mistake 52x30 min. www.monsterbymistake.com
Pigeon characters in Valiant all run through Houdini to apply feathers etc.
Angela Anaconda: 2D cut-out style but done in Houdini
Hydra character in Disney's Hercules
Assorted bugs, ants, cockroaches in commercials. etc.
Pigeon characters in Valiant all run through Houdini to apply feathers etc.
Angela Anaconda: 2D cut-out style but done in Houdini
Hydra character in Disney's Hercules
Assorted bugs, ants, cockroaches in commercials. etc.
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