SreckoM
Example, you want to extrude something (face, edge, vertices whatever) hit E, move mouse and left click if you are done. But if you want to restrict to specific axis you could, before left clicking, hit X, or if want to restrict to specific plane, do Shift X to restrict movement to YZ plane… Or if you NEED you can also use numeric to specify value, like scale this 25%. Also when moving component, hit G, or double G to slide… So fast when you get used to it.
The first part sounds pretty straight forward and I can get behind that. The 2nd part about restricting axis/plane is far from optimal IMO. Why would I want to use a shortcut when I could a lot more conveniently grab an axis or plane in the viewport?
I don't know what G for slide is, so pictures would be great.
SreckoM
I am with Filip with recommending Blender as modelling sidekick to Houdini, free and really really great, with Alembic support coming soon.
We're here to improve modeling in Houdini not recommend apps to complement Houdini in the modeling department. Most of us are already doing this.
SreckoM
But I do not think that we will see much of these in Houdini soon, it is just different type of modelling approach. Not much viewport centric, so I would rely mostly on other app for modelling and just bring that in Houdini. Even though I model a lot in Houdini, this project http://forums.odforce.net/topic/22070-construction-visualisation/ [forums.odforce.net] I entirely modelled in Houdini, I would recommend (for character modelling) to use ZBrush for example or Blender or what ever you get used to.
And I do appreciate your efforts McNistor, full support from my side!
I'm having a semi-deja-vu. I don't recall to whom I've said this and I'll say it to you as well:
architectural modeling is far from being the best modeling benchmark one can use to test a 3d app.
Zbrush is still not that great for hard-surface. I know you're tempted to contradict me here by pointing out lots of cool work done with it and I agree they look great, however from functionality PoV they're flawed most of them. What I mean by “functionality” is their ability to move/be animated. One has to use some basic rigging tools and modeling something that has solid articulations (like a robot or a character that has solid pieces which could interpenetrate if not tested with some limb bending in the modeling stage) in Zbrush is difficult, it hardly supports this workflow. As a consequence, whenever you see a cool looking robot/exoskeleton character made with Zbrush if you think about bringing into an animation app for film, you'll have to redesign a lot because it simply can't move.
Don't get me wrong, I'm not here to belittle arch-viz work (your renderings are very cool BTW) but I can see why you'd prefer a certain style of work (more akin to a CAD) if arch-viz is the main type of work you do.
Current Houdini use is film (with exceptions like yours and I'm guessing a few others like I already saw) and games here and there (likely for the trailer part which one can put it in “film” category, not so much for the in-game RT stuff) therefore what is more relevant, is a certain workflow that is more in tune with modeling vehicles (real or sci-fi), characters (robots, creatures, etc) and other complex stuff and for this kind of modeling one needs viewport interactivity with great gizmos along with keyboard support to
complement the gizmos.
I'm currently working in my free time on something that's in the “film” category and the use of gizmos is crucial for me to be efficient. Using the keyboard to constrain translation to an axis or a plane was something H13 had (ctrl on an axis to activate its perpendicular plane) and only that and it was a major PITA and thankfully SESI listened to our concern and removed it replacing with a sane, working gizmo. I care not for this “feature” Blender has.
I would however like to hear about other things you think Blender got it right, preferably with pictures (gifs).