MartybNz
Modelling has been discussed ad nauseam - the difference and hope here is:
1. Fresh blood.
Softimage's axing has created new users with great experience, expectations and ideas.
2. Momentum.
Sesi has indicated that they were already looking into this properly
This coupled with recent improvements to H12 to H13 brings high hopes.
Alright, I hear you. I probably should keep my expectations low and be pleasantly surprised rather than vice versa.
Gyroscope
Lots of scattered suggestions have been made in the past, though none have really been clear, consolidated and endorsed by SideFX as they are now because of recent events and actions.
Exactly the reason for which I created this thread - in the hope to avoid info being all over the place.
As far as modeling goes, I want to make something very clear for everyone. This is of course my opinion, but I can (and dare I say already did with regard to the few things I've addressed so far) substantiate any suggestion or critique I have:
modeling in Houdini, and forgive me for putting it so bluntly, sucks not because its modeling tools (well, not mainly because of that). I know this sounds crazy but hear me out. Modeling tools such as
extrude,
polybevel,
polysplit are among the best as far as results they produce goes if not THE best of all 3d apps I've tested. Others need a bit of improvements here and there and others are completely lacking, but we'll get there soon enough.
Modeling in Houdini sucks because how you select and interact with objects (mentioned before how it selects points after you go into edges, or how it reverts to ‘Y’ tool even after an undo - I'll continue to add problems on my page) and their sub-object elements (points, edges, polys), how you access those modeling tools and how fluently you can go from one to another, how gizmos are working, etc.
Should the things I've tackled so far plus those to come be solved, you'd instantly have a much better experience modeling in Houdini w/o even touching “real” modeling tools.