[Sidefx-houdini-list] houdini modeling?

jim at rutherfordfx.com jim at rutherfordfx.com
Wed May 13 17:41:54 EDT 2015


bloody rich test format....geez
anyway...for a temporary pivot  
select the points.. hit the ' key  snap the control to any point or
surface ... hit the ' key...



-------- Original Message --------
Subject: Re: [Sidefx-houdini-list] houdini modeling?
From: Sam Cuttriss <teanau at gmail.com>
Date: Wed, May 13, 2015 1:16 pm
To: sidefx-houdini-list at sidefx.com

Here is chinny describing sticky key: pivot / snapping interaction
https://www.youtube.com/watch?v=8jWfwJtiysQ

So to rotate a cube 45 degrees about a corner leaving its center
unchanged:
I'd hold *C*, *alt* and* ctrl* to activate rotation, manipulate the
temporary pivot and snap to points
I'd *click once* on the corner i wish to rotate around then *release alt
and ctrl *as C remains depressed the app returns to rotation mode
holding *shift* i could then rotate around the *selected axis* in 15
degree
increments.

the whole operation is two mouse clicks and a few keyboard modifiers,
plus
the application reverts to my previous tool when i release the C key due
to
the entire operation taking place using sticky keys. Plus the temporary
pivot evaporates leaving my original pivot unchanged. All in im done in
about a second. and never take my eye of the element im modifying.

some really handy ones. ( these are misleadingly close to procedural
operations, but presented efficiently )
any transform ( which is always visible on the right ) can receive a
relative offset with math operators:
http://softimage.wiki.softimage.com/xsidocs/interface_SettingValuesforParameters.htm#Rah15418
these are not permanent procedural expressions and they don't require
you
go hunting for a property page
so for 10 cubes all at random positions in X i could select the X axis
numeric transform and type 10+
they will all have 10 added to their X position transform
l(-5,5) would linearly arrange them from -5 to 5 based on order of
selection etc..
but the big point is these require no extra nodes, no opening panels,
nothing beyond what is always visible on the screen and 3 to five clicks

] + middle click = split edge with edgeloop

the viewport undo stack is independant from the regular undo stack: alt
+ z
ill just end up summarizing the documents if i continue down this path.
which can be found here by the way:
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html

Im by no means saying Softimage's approach should be seen as the
pinnacle
of what can be achieved or even that they warrant replicating, but the
core
commitment to* eliminating unnecessary clicking and maintaining focus on
the task at hand* by reducing the dependence on extraneous cluttered
panels
resonated with artists and technicians alike.

Craig: the uv tools in soft were workable, poly reducing
<http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/polys_PolygonReduction.htm,topicNumber=d30e102015>
features were pretty good, normal baking was nice ( ultimapper
<https://vimeo.com/10007237> go to 50min ) and attribute transferring
(gator
<https://www.youtube.com/watch?v=wcGwvc2VCkk>) in general was kind of
cool
for an artist friendly app, these are all pre ICE workflows and not
necessarily something houdini would benefit from.

Sorry i dont have softimage available anymore, i quit the facility that
purchased it, otherwise i would be able to provide more targeted visual
demonstrations.
dont a bunch of ex soft guys work at side fx these days?
_sam

On Wed, May 13, 2015 at 8:29 AM, <craigleehoffman at aol.com> wrote:

> Any chance you could give us a little video example of what you would like
> to do using Softimage or your modeler of choice - or point us to an
> existing example? (Like, I am not sure what you mean by “multiple sticky
> keys acting simultaneously”, etc.)
>
>
> You can model interactively in the Houdini Viewport without having to
> worry about SOPs, commands, attribWrangle for most standard modeling
> things. I know most tutorials never seem to show that (always diving into
> SOPs and using expressions, etc.) but it is set up to work that way- just
> maximize the viewport, use shelf tools (or drop tools down with the Tab)
> and enter modeling parameters at the top of the Viewport for the active
> modeling operation (which gets added to the SOP network in SOP-land but is
> hidden from view if you want).
>
>
> If I knew what you wanted to do, I could try to do a quick video tutorial
> for interactive modeling works in Houdini… Plus it would help me learn
> where it breaks down. I have always intended to do some Video Tutorials of
> modeling and UV’ing for Artists without all the back and forth to SOP-land
> and expression stuff that makes most Artists go glassy eyed and turn away
> from even considering Houdini.
>
>
> Cheers,
>
> -Craig
>
>
>
>
>
>
>
>
> Sent from Windows Mail
>
>
>
>
>
> From: Sam Cuttriss
> Sent: ‎Tuesday‎, ‎May‎ ‎12‎, ‎2015 ‎3‎:‎48‎ ‎PM
> To: sidefx-houdini-list at sidefx.com
>
>
>
>
>
> Yes, im looking for a very fast/ very stupid sandbox to model without the
> benefits / burden of proceduralism.
> I want the sandbox to prioritise efficiency and ergonomics, reducing clicks
> to the absolute minimum, eliminating workflow dependence upon commands /
> attribute wrangling /
> I would even prefer primary interactive properties to be represented in the
> viewport at the site the modification will manifest using context sensitive
> handles / parameters whenever possible.
> Multiple sticky keys acting simultaneously were very successfully
> implemented in softimage reducing what could be 10 or more sequential steps
> to a couple of modified mouse clicks.
>
> I realise what im asking for is !Houdini
> and i recognise the output geometry of such an arrangement would probably
> eliminate any procedural modification opportunities.
>
> but im more than willing to give that up to model quickly and expressively.
>
> besides, it seems like a great opportunity to capture the hearts and minds
> of autodesk refugees.
> _sam
>
>
> On Tue, May 12, 2015 at 11:00 AM, Jordi Bares Dominguez <
> jordibares at gmail.com> wrote:
>
> > I think we should argue the two variants we encounter
> >
> > - Procedural modelling tasks : nodes, for sure (booleans, architecture
> > stuff, etc…)
> >
> > - Normal modelling tasks (which is 90% of the cases) : it has to be one
> > too, it is a destructive process by nature and thus trying to shoehorne
> it
> > onto a procedural paradigm gives you a very cumbersome workflow.
> >
> >
> > If you try to build it all with very granular tools we will end up in the
> > same situation we are in, almost nobody uses it.
> >
> > jb
> >
> >
> > > On 12 May 2015, at 10:49, Andy Nicholas <andy at andynicholas.com> wrote:
> > >
> > >
> > > The thing is, individual SOPs are great, and yes, we should definitely
> > have that list that Srecko put down, but the fact is that to
> > (non-procedural) modellers, having to put down SOPs, create groups,
> > attributes, etc. breaks the modelling workflow and can quickly kill a
> > moment of inspiration while they look up VEX syntax for the umpteenth
> time
> > ;)
> > >
> > > So yes, I’d say that an uber editing SOP is still very much necessary.
> > Maybe it has a button which says “Make SOP network” to automatically
> > creates a network based on what you’ve just done. That would be awesome,
> > although it would be a tough challenge for SideFX to define the
> heuristics
> > of how it would do that.
> > >
> > >
> > >> If one wants an UBER modeling node it's easy enough to just create an
> > OTL
> > >> yourself :)
> > >
> > >
> > > Hehe! Careful, someone might think you’re being serious ;)
> > >
> > >
> > >
> > >
> > >
> > >
> > >> On 12 May 2015, at 07:40, Ron Schab <ron.schab at gmail.com> wrote:
> > >>
> > >> Agreed with most of above.
> > >>
> > >> If one wants an UBER modeling node it's easy enough to just create an
> > OTL
> > >> yourself :)
> > >>
> > >> I actually love the procedural node trees. It it one of the many
> > reasons I
> > >> prefer Houdini.
> > >>
> > >> The cookie-SOP highly depends on mesh resolution amongst other things
> > that
> > >> i.e. Cinema doesn't needs in order to work.
> > >>
> > >>
> > >>
> > >> beers
> > >> Ron
> > >>
> > >>
> > >>
> > >> On Tue, May 12, 2015 at 4:15 PM, Srecko Micic <srecko.micic at gmail.com
> >
> > >> wrote:
> > >>
> > >>> I do not see much benefits of Uber tool, at least if it works like
> Edit
> > >>> Node in 3dsMax. I like to be able to go back and tweak nodes later,or
> > >>> combine them in one tool, that is why I love Houdini :D
> > >>>
> > >>> What I would like to have is more and better implemented (with more
> > >>> options) SOPs.
> > >>> - For example better Bevel sop that works like Cinema4D.
> > >>> - Slide edge/vertices along edge, surface ....
> > >>> - Snapping on object surface not just vertices - Retopology
> > >>> - Poly bridge.
> > >>> - Boolean improved, I find this rarely works, but I think it is
> > important
> > >>> for Houdini to have this implemented as better as possible.
> > >>> - More curve options (easy to round corners, offset, combine them
> etc),
> > >>> add splines as in 3dsMax, this is also important for Houdini because
> of
> > >>> it’s procedural approach.
> > >>> - Something like Backdrop in Modo, much easier to work with reference
> > >>> images than what we have now (transparent, overlay, easy to scale,
> > rotate,
> > >>> translate).
> > >>> - More NURBS tools.
> > >>> - Matcaps implemented
> > >>> - Enhance DXF and EPS/AI importers
> > >>> - Small modelling helpers, like make circle from selected faces etc.
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> --
> > >>> Srecko Micic
> > >>> 3D Generalist
> > >>> -------------------------------------------
> > >>> Skype: srecko.micic
> > >>> Email: srecko.micic at gmail.com
> > >>> http://sreckom.webworkman.com
> > >>>
> > >>>> On May 12, 2015, at 15:22, Jordan Walsh <jordan.h.walsh at gmail.com>
> > >>> wrote:
> > >>>>
> > >>>> It would be really nice to have an UBER modeling node like an edit
> > node
> > >>> but
> > >>>> with all the modeing tools built in, like divide, add, extrude etc
> for
> > >>>> organic modeling and also keeping the tools in their normal node for
> > for
> > >>>> procedural setups.
> > >>>> A node that has the same functionality as 3dsMax's Edit Poly
> modifier
> > >>> would
> > >>>> be awesome. It is a massive pain to have a giant string of nodes for
> > some
> > >>>> modelling tasks.
> > >>>>
> > >>>> Jordan
> > >>>>
> > >>>> PS, I do love using an Add SOP to remove prims ;)
> > >>>>
> > >>>> On Tue, May 12, 2015 at 1:05 PM, François Duchesneau <
> > sidefx at trinix.ca>
> > >>>> wrote:
> > >>>>
> > >>>>> I wonder if the goal here is not to be able to set absolute value
> in
> > a
> > >>> non
> > >>>>> procedural way. My understanding is while you're editing your
> points
> > >>>>> sometimes you want to say the selected ones go to 10 in Y and then
> > the
> > >>> next
> > >>>>> selection go 5 in X, in architecture modeling for example.
> > >>>>>
> > >>>>> The last thing you want is have an AttribWrangle and then conntinue
> > your
> > >>>>> editing with another Edit Sop. If the Edit Sop had a toggle for
> World
> > >>> Space
> > >>>>> editing then you could use switch from one style to the other for
> the
> > >>>>> following operation.
> > >>>>>
> > >>>>> Thanks
> > >>>>>
> > >>>>> Francois
> > >>>>>
> > >>>>> Also, if you want something as specific as setting the x component
> of
> > >>> the
> > >>>>>> P attribute to 10, it doesn't seem like a giant leap to say @P.x =
> > 10;
> > >>>>>>
> > >>>>>>
> > >>>>>>
> > >>>>> _______________________________________________
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> > >>>>> Sidefx-houdini-list at sidefx.com
> > >>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > >>>>>
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