I understand that through expressions and chops one can achieve forms of linking and control like maya's setdriven technology.
However I fail to see how one could achieve the same complex control that setdriven has.
Setting up multiple objects to go through various poses all hooked up to a single channel without great stress and fiddling.
With setdriven not only can you set up multiple relationships rather easily but you can also edit the transition and type of function curve that is used to blend between these varoius goals.
You are also not contstrained to a transition to a single goal in mind.
From 0 to 1 …… you could have as many poses as you would want to hit along the way. As an extreme example you could setdrive an entire walkcycle.
Can someone explain how you could achieve something like storing multipe poses for bones/objects for the sake of facial animation?
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Technical Discussion » constraints, set driven key and ik
- Wren
- 527 posts
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Technical Discussion » nVidia cards with Houdini
- Wren
- 527 posts
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I just tried the HOUDINI_OGL_DBL_BUFFER_FIX set to 1. It slowed down houdini slightly and I noticed my box had some lag redrawing channel editor sizing and desktop redraw.
So I set it to 0 and it was back to normal.
However for both setting the chops was slow displaying waveforms.
Like I said the audio works fine as long as i dont display the waveform. I know there are issues as far as supporting consumer cards but since 1 in 3 computers uses a consumer based nvidia card I think there is motivation to see if there is some sort of way of getting around this.
Cheerz!
oh and I am runnng the latest build which I believe is 6.0.278
So I set it to 0 and it was back to normal.
However for both setting the chops was slow displaying waveforms.
Like I said the audio works fine as long as i dont display the waveform. I know there are issues as far as supporting consumer cards but since 1 in 3 computers uses a consumer based nvidia card I think there is motivation to see if there is some sort of way of getting around this.
Cheerz!
oh and I am runnng the latest build which I believe is 6.0.278
Houdini Lounge » Why to choose Houdini instead of Maya, Max, XSI or LW?
- Wren
- 527 posts
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Even the coders at sidefx told me themselves “the shader tools assume you understand how to write shaders.”
It is the clumbsiest aproach I have ever seen as far as shading/texturing. Not becuase it is a bad architecture, but because it runs at too low of a level with too much control. There needs to be a Higher order editor that functions with normal texturing workflow and leaving the vop editing to those that need to create complex custom shaders.
It is the clumbsiest aproach I have ever seen as far as shading/texturing. Not becuase it is a bad architecture, but because it runs at too low of a level with too much control. There needs to be a Higher order editor that functions with normal texturing workflow and leaving the vop editing to those that need to create complex custom shaders.
Houdini Lounge » Why to choose Houdini instead of Maya, Max, XSI or LW?
- Wren
- 527 posts
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I am a lw/ maya user myself and I was asking the same question.
I suppose the only thing to say is why I am switching to houdni is summed up in a few points
-fully functional and easy/fast to use compositor built in
-full Render man class render engine built in
-fully procedural worflow
-Completely flexible interface to work around me
-Best graph/channel editor i have ever used.(which includes xsi , max, lw, maya and messiah studio)
-very flexible skinning solution
These have swayed me but, the final major one that i have come to terms with is that houdini continuely being built. (ie builds being released every week). Each build means a response to a user … its a bug fix or a feature fix. flow fix. ………. I like fixing. As a lw user tired of waiting forever to get a build which is still buggy.
What I can see is that the architecture they started with has finally panned out and I think the next few revisions of houdini will be rather spectacular. As I am starting to see with 6. Mainly to do with the fact the the user interface and workflow is begginning to flesh out and conform to users workflow, letting the artist access the proceduralism when needed.
….. any who back to animating at work in houdini 5.5 ……all you lucky bastards who are enjoying 6 … i hope you get wrist problems :wink:
ps. the only part of houdini that i do not like so far is the whole shader bit. ………. i guess it is the being ignored that artists need to do nice shading to. I find it very clumbsy compared to maya's hyper shade…..and of course insanely slow to use compared to lw's speedy(but primitive) layer system.
I suppose the only thing to say is why I am switching to houdni is summed up in a few points
-fully functional and easy/fast to use compositor built in
-full Render man class render engine built in
-fully procedural worflow
-Completely flexible interface to work around me
-Best graph/channel editor i have ever used.(which includes xsi , max, lw, maya and messiah studio)
-very flexible skinning solution
These have swayed me but, the final major one that i have come to terms with is that houdini continuely being built. (ie builds being released every week). Each build means a response to a user … its a bug fix or a feature fix. flow fix. ………. I like fixing. As a lw user tired of waiting forever to get a build which is still buggy.
What I can see is that the architecture they started with has finally panned out and I think the next few revisions of houdini will be rather spectacular. As I am starting to see with 6. Mainly to do with the fact the the user interface and workflow is begginning to flesh out and conform to users workflow, letting the artist access the proceduralism when needed.
….. any who back to animating at work in houdini 5.5 ……all you lucky bastards who are enjoying 6 … i hope you get wrist problems :wink:
ps. the only part of houdini that i do not like so far is the whole shader bit. ………. i guess it is the being ignored that artists need to do nice shading to. I find it very clumbsy compared to maya's hyper shade…..and of course insanely slow to use compared to lw's speedy(but primitive) layer system.
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