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Thursday, 30 March 2006 Thu, 30 Mar '06
It is true that in Houdini you need to spend a little time making a good SDF proxy of your collision geometry. In Maya you need to make a low resolution proxy of models in most cases as well, otherwise your simulation times slow to a crawl. Even then collision detection in Maya is still flaky and intersections occur regularly. The studio I work at devoted a lot of time to RBD tests last year because Maya RBD basically didn't work, and tried every 3rd party tool out there (Havoc etc) before deciding upon Houdini. It is true that there are more controls for RBD in Houdini - but more controls are usually desirable. In shot work I've repeatedly run into instances when I've needed those extra controls in Houdini, and the fact that they don't exist in other packages are the reason they aren't being used as much for RBD anymore. On 30/03/06, rafal <baq8 at op.pl> wrote:
Hi people. I would like to hear your opinion about new dynamics in Houdini. I have much more experience with other 3d app but really would like to do some cool stuff with DOPs but... After few days of playing with it I get enough. Maybe it's just me but in my opinion it takes too much time to set all these stuff to work correct. In example in other 3D app I just select geo and set it as rigidBody active or passive or just can apply gravity to geo and it follows down. Is this approach (just one click and make it rigid) wrong? Also rigidBodyConstraints are strange to me. What U people think about DOPs comparing it to another dynamics engines/solutions in other apps? Have U more advanced Houdini users plan to use it in any movies? r|m _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list-- ======================================= Andrew D Lyons | Digital Artist | http://www.tstex.com =======================================