Jordi,
I managed to find a way to replace my current MOCAP workflow from SI to Houdini(thanks for the fitting curve tip - i think this was from Phil). I now find out some more issues(will solve them as appear). But i need to tell you, your guide it's missing in one key aspect: shaders. Houdini comes with this mantra surface shader, but how to quickly achieve metal, wood, glass from this? This is one area where Houdini is well behind others - Arnold is coming to Houdini
but that is some extra money, and not unlimited render nodes. So far i like the Mantra rendering engine, but shaders are, grrr, abysmal -it's a shame that this beautifull engine lacks in this key aspect. So try to make a quick tutorial on creating metal/glass/wood and upload scenes.
And one note to SideFX: on Orbolt there is a shader done by one guy and it has some great samples of photo real materials(
https://www.orbolt.com/asset/_danylyon::PBR_layered_material). [
orbolt.com] It lacks a clear tutorial on how he did those photo real materials, and scene samples. If you don't have a huge library shipped with the product(like Modo for example) at least do some training on this crucial topic. So why not make a tutorial on shaders(past on that grass shader done by Ari Danesh witch is really only help a little). I mean a tutorial on glass, metal, wood etc so we can achieve productivity levels quick with Mantra. Hope i will not start to talk alone like on Autodesk side again. Just to be sure there are no misunderstandings. No one is attacking anything/anyone here or being impolite or rude. I just find some aspects are lacking, and i try to ask politely to remedy them. What you do next it's your call.
Thank you for your work Jordi,
Constantin
p.s. someone bragged about the lack of pivot moving hot key; well it's insert key. let's focus on things missing, ok? so far animation tools are great, modeling still trying to grasp it.