Well we had a few animators working in houdini over the last 6 months. None of them touched it before and they were mix of maya and max users previously. To my big surprise, the interface was the least of the worries. Actually not a single person complained about it because it's so customisable, it just takes a few minutes of setup to make the UI simple enough for animators. The real issues we are having all come from 3 areas. I think this is a very productive discussion now so I'll list them here. I'm not having a rant at all, just stating our findings so far.
1. Viewport speed and stability. I had to radically change the way I like to make rigs for animator for them to be usable in terms of speed. Good example is transparent control objects. Animators love them. Being able to grab forearm geometry instead of bone or null feels very organic and it's easy to setup. However it kills the rig speed instantly in H14 (or the transparency on the bones in general). The same goes for skinning and most of the deformers. I wouldn't have animators work with all the heavy deformation rig in maya either, but for preview it's great to see what mesh is doing once in a while. Is it slow in maya if you turn on heavier meshes, of course, but houdini comes to standstill. Textures, no chance for good speed. We are getting decent speed right now, when we use the simplest proxies and only animate bones and nulls, but put more characters in and you're in for a trouble.
2. Animation reuse. Almost unthinkable right now. Copying keys between scenes, crash. Exporting and importing .chan/.chn files, impossible to get the import correctly back unless you are super precise with scoping the channels. Presets work most of the time, but then your preset list is really, really long after 20-30 shots. (And we'll be outputing 200 a month come next january.) The only way around that right now would be to write fully custom anim library kind of thing, but frankly we simply don't have time to deal with that any time soon.
3. Digital asset workflow. As much as I really love it for most of the pipeline steps. It's very cumbersome for standard animation shot work. Yes if you have enough time to be doing really meticulous layout then it's fine, but in really fast turnarounds it tends to be mess and very often you just need to override one or two things in rig, environment, etc. but still need to keep the asset live to get potential updates. This one I don't know how to solve. Mainly because after last few months I have a phobia from updating rigs in the scene to their new version. Always 50:50 whether it crashes or not.
And outside of these it's simply overal stability. We are having without any exaggeration 10-20 crashes a day when animating. Whether it's moving keys, working in animation editor, updating rigs, scrubing the timeline, you name it. I'm certain many of them come down to wrong drivers, wrong graphic cards (we're all on GTX770 and 760), wrong rigs but it seems like awful lot of them anyway. Quite frankly I'm getting a bit tired of bug reports, simply because it is starting to be very difficult to narrow the problem down so we can post a clear reproducible bug.
Has all of that been addressed in the current version?
Animation is a big part of what I want to do, so I do not want to waste time. Houdini right now looks like the most cost/effective solution for a wide variety of things, but I'm not familiar with it to judge accurately.
Like I said before, these are the things I want to do in my Unreal Engine 4 game:
- big dynamic environments
- elaborate animations, mainly of machines
- simulated projectile weapons, destruction, etc.
- 3D modeling for machines, weapons and buildings, including interiors