Sergio Peixoto

Sergio Peixoto

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Recent Forum Posts

Learning path: RIGGING IN HOUDINI 16+ Dec. 7, 2017, 7:59 a.m.

I love the tutorial in []
Would love to see a facial rig based on bones instead of blendshapes in the future. Its great to have alternatives and flexibility,

Great instructor loved the choice of side-effects.

I hope that Houdini team take a good look at [] for Maya, it had a major update recently and it's the best Autorig I could find.
If side effect could reproduce something similar would be a game changer.
In relation to the above course, that´s a great initiative from side effects. It nailed many aspects that are important. I hope there's more to come.
Also would love to see some in animation, and more specific ways to automate movement like for example, using procedural simulation on the rig to form natural movements like in the example below []

Keep up the good work. Video tutorials are my favorite tool for learning.

Learning path: RIGGING IN HOUDINI 16+ Oct. 2, 2017, 3:57 a.m.

If Houdini team would release good tutorials like the ones mentioned above for Houdini it would be a game changer for many people, especially in game dev because we rely more and more on proceduralism to generate assets and animation, I and many other would jump from Maya to Houdini. The major disadvantage in Houdini is the lack of tutorials in the rigging department, especially in facial rigging techniques. Some of my colleagues would love the procedural nature of Houdini implemented in our pipeline, but don't risk much because of the lack of structured tutorials in several departments. With today's time constraints, it's incredibly difficult to try new software approaches in establish pipelines imagine if we have to figure out more about a particular software translation of methods.

Please, consider a group of tutorials in rigging and animation those would do Side effects more than any marketing campaign could. Just invest a little in paying a master artist on those departments to develop a good methodical course.

Maya is adopted more because of the availability of tutorials in ALL aspects of any pipeline. There a tutorial for every need in a pipeline in Maya. A user base is directly connected with the support and documentation of a software. Houdini is viewed as the hardest 3d program to learn but actually, it is not, I got a few tutorials from Rohan Dalvi and we manage to replicate all of that material in literally half the time we would in Maya. The problem came when we tried to translate our knowledge of Maya rigging to Houdini, we got confused, we needed more examples and just stopped wasting time with Houdini. I know Houdini would cut our development time in half but without solid practical examples, one cannot give a leap of faith and miss deadlines.