hoknamahn Posted February 17, 2008 Share Posted February 17, 2008 (edited) 2, 9, 13 my favourite... and of course AI context Edited February 17, 2008 by hoknamahn Quote Link to comment Share on other sites More sharing options...
lisux Posted February 17, 2008 Share Posted February 17, 2008 I vote for: 1 & 3: to get better user feedback. 7 & 14: for me in the same group - faster dynamics. 10 & 11: betetr modelling workflow. And 18: hoe many times I have thought why i can insert nodes like in fusion or nuke, or disconnect like in shake, etc ... At the en is a lot of time saved. Quote Link to comment Share on other sites More sharing options...
AdamJ Posted February 18, 2008 Share Posted February 18, 2008 Agree with everyone about more speed improvements and polish of existing features (muscles); New interface added to CHOPs ala XSI animation mixer/Maya trax to allow for animation blending/editing. CHOPs already has all the tools, we just need a good interface. Being able to fetch/blend Takes would be great. Quote Link to comment Share on other sites More sharing options...
andrewlowell Posted February 18, 2008 Share Posted February 18, 2008 (edited) Agree with everyone about more speed improvements and polish of existing features (muscles);New interface added to CHOPs ala XSI animation mixer/Maya trax to allow for animation blending/editing. CHOPs already has all the tools, we just need a good interface. Being able to fetch/blend Takes would be great. You can fetch and blend stuff from characters/nodes etc, but nothing from takes. It would be an interesting (but dangerous) approach to be able to, for instance, import/fetch a "take" just like a node, so all of the changed parameters could be imported, specified, exported etc. A lot of care would have to be taken to really get this approach to be solid. But, CHOPs are sample based like rendering, so if you think about them as compositing animation layers (from takes) instead of compositing rendered-image layers (from takes) it makes sense. Edited February 18, 2008 by andrewlowell Quote Link to comment Share on other sites More sharing options...
old school Posted February 18, 2008 Share Posted February 18, 2008 19. why is common Houdini lingo used so infrequently in the actual app? SOPs, VOPs, ... I can't answer this but I find that new users get nice and comfortable with the acronyms quickly. Those that want to learn and use Houdini in production. There is a reason why these acronyms exist: Put down a SOP. Put down a Geometry Node. From my own experiences training several users and then try and say Geometry Node a thousand times. You'll be saying SOP in no time. Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted February 18, 2008 Share Posted February 18, 2008 I can't answer this but I find that new users get nice and comfortable with the acronyms quickly. Those that want to learn and use Houdini in production.There is a reason why these acronyms exist: Put down a SOP. Put down a Geometry Node. From my own experiences training several users and then try and say Geometry Node a thousand times. You'll be saying SOP in no time. But H9 is confusing: ch instead of CHOPs, img instead of COPs, out instead of ROPs, part (!!!) instead of POPs, vex instead of VOPs... To many confusing changes. I understand what mean those ch, img etc. and some of those acronyms are not new but was it really necessary to change all this stuff? VOPs is more logical than vex (and I vote for renaming VEX Operat/ions/ors to Visual Operat/ions/ors because now we have support not just for VEX but also for Renderman and who knows what else will be supported in VOPs in the nearest future). Guys return all old acronyms please! Quote Link to comment Share on other sites More sharing options...
Marc Posted February 18, 2008 Share Posted February 18, 2008 It's always been that way, hasn't it? I'll need to load up h8 when I'm at work. Admittedly I agree there should be consistency with the acronyms, but it's not only H9 that has the problem. Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted February 18, 2008 Share Posted February 18, 2008 It's always been that way, hasn't it? I'll need to load up h8 when I'm at work. Admittedly I agree there should be consistency with the acronyms, but it's not only H9 that has the problem. Nope, I've checked H8 (I mean not the paths like /img/img1/... but probably they could be fixed too) Quote Link to comment Share on other sites More sharing options...
Marc Posted February 19, 2008 Share Posted February 19, 2008 oh right, I thought you were talking about the paths Quote Link to comment Share on other sites More sharing options...
digitallysane Posted February 19, 2008 Share Posted February 19, 2008 But H9 is confusing: ch instead of CHOPs, img instead of COPs, out instead of ROPs, part (!!!) instead of POPs, vex instead of VOPs... To many confusing changes. I understand what mean those ch, img etc. and some of those acronyms are not new but was it really necessary to change all this stuff? And the masterpiece, "Motion View" instead of CHOP viewer, guaranteed to throw most users, old and new, into complete confusion. Dragos Quote Link to comment Share on other sites More sharing options...
MADjestic Posted February 19, 2008 Share Posted February 19, 2008 And the masterpiece, "Motion View" instead of CHOP viewer, guaranteed to throw most users, old and new, into complete confusion.Dragos Agreed. Why making a fine working system less systematic? Why inventing more names that don't help but only confuse the users? Why not just following the long established traditions and supporting the simple standards? Some cool esoteric reason for that somewhere out there? Cheers. Quote Link to comment Share on other sites More sharing options...
digitallysane Posted February 20, 2008 Share Posted February 20, 2008 and of course AI context Coming soon to an app near you: http://studiodaily.com/main/news/feed.rss/9091.html Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted April 15, 2008 Share Posted April 15, 2008 1. Better text editor more like EMACS or VC++ in houdini expression UI and vex code viewer. 2. Faster UI and network performance. 3. Make the polygon, points easier for modeler to select. Quote Link to comment Share on other sites More sharing options...
symek Posted April 15, 2008 Share Posted April 15, 2008 Coming soon to an app near you: http://studiodaily.com/main/news/feed.rss/9091.html Christ, I really hate this way of work. Use money from a stock to buy others instead of work harder. I cannot name any single technology that was designed under the hood of a corporation. Bla, bla, bla... Quote Link to comment Share on other sites More sharing options...
Jordan Posted April 15, 2008 Share Posted April 15, 2008 1. Better text editor more like EMACS or VC++ in houdini expression UI and vex code viewer.2. Faster UI and network performance. 3. Make the polygon, points easier for modeler to select. yes, better selection tools and also smarter polysplit. Quote Link to comment Share on other sites More sharing options...
zasid Posted April 15, 2008 Share Posted April 15, 2008 Add an Image browser in the display option that can show thumbnails so that one can see what they want to load as background. Quote Link to comment Share on other sites More sharing options...
edward Posted April 15, 2008 Share Posted April 15, 2008 Add an Image browser in the display option that can show thumbnails so that one can see what they want to load as background. Looks like this file browser got missed in the sweep to be marked as turning on Show Images by default. Not sure if it was intentional or not. Just right-click on the file list and turn on Show Images. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted April 15, 2008 Share Posted April 15, 2008 hi! I would like to have the following things: - separate image on env light for reflection and indirect lighting - distance of sampling on env light ( all these are on vex gi light, just it would be nice to have it on env light) - display of imported map in the viewport (env light) - production ready shaders - IPR - auto archive - proper support for vertex normals (without breaking up the geometry) and everything else Quote Link to comment Share on other sites More sharing options...
JDenker Posted April 15, 2008 Share Posted April 15, 2008 I would like to have: colored border edges in the uv texture editor so... when you have many pieces split up. You know exactly which pieces belongs to which Quote Link to comment Share on other sites More sharing options...
sibarrick Posted April 15, 2008 Share Posted April 15, 2008 - proper support for vertex normals (without breaking up the geometry) I think this is already there now, in the latest and greatest mantra? Quote Link to comment Share on other sites More sharing options...
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