hMonkeyWith the exception of the Dopesheet (which, SideFX, please re-haul), I vastly prefer Houdini's UX to Cinema 4D's. The UI is not what I'd call pretty, but it's functional as hell. What areas do you think SideFX could learn from UI/UX-wise?
Although they could learn a few things from them regarding the ui & ux…
Had anyone saw the C4D node-based demo?
10862 23 3- eikonoklastes
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Edited by eikonoklastes - July 29, 2020 03:16:30
- FDX3245
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eikonoklasteshMonkeyWith the exception of the Dopesheet (which, SideFX, please re-haul), I vastly prefer Houdini's UX to Cinema 4D's. The UI is not what I'd call pretty, but it's functional as hell. What areas do you think SideFX could learn from UI/UX-wise?
Although they could learn a few things from them regarding the ui & ux…
I agree. You get over very pretty UIs very quickly anyway, and then you often realise they spent more time on that than the UI's functionality. The programs I consider most functional/not getting in your way when you use them, tend not to really draw that much attention, and even look a bit outdated, for example, the Unreal Editor, Reaper (audio), Houdini.
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eikonoklasteshMonkeyWith the exception of the Dopesheet (which, SideFX, please re-haul), I vastly prefer Houdini's UX to Cinema 4D's. The UI is not what I'd call pretty, but it's functional as hell. What areas do you think SideFX could learn from UI/UX-wise?
Although they could learn a few things from them regarding the ui & ux…
I love Houdini but I don't agree 100%.
The UI of the parameters is sometime buggy, generally ugly and with poor readability, and always space wasting.
This all lead to lots of flow breaking moments.
Also the user should have more control over the parameters, like more alignment and positioning options and more displaying possibilities for each parm (just one example: integers and floats without sliders).
- eikonoklastes
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AndrThe conversation is about Houdini's UX/UI in comparison to that of Cinema 4D's. Houdini is definitely not the pinnacle of UI or UX design, but when considering functionality, it outshines Cinema 4D.eikonoklasteshMonkeyWith the exception of the Dopesheet (which, SideFX, please re-haul), I vastly prefer Houdini's UX to Cinema 4D's. The UI is not what I'd call pretty, but it's functional as hell. What areas do you think SideFX could learn from UI/UX-wise?
Although they could learn a few things from them regarding the ui & ux…
I love Houdini but I don't agree 100%.
The UI of the parameters is sometime buggy, generally ugly and with poor readability, and always space wasting.
This all lead to lots of flow breaking moments.
Also the user should have more control over the parameters, like more alignment and positioning options and more displaying possibilities for each parm (just one example: integers and floats without sliders).
Cinema 4D definitely looks nicer, and I 100% agree about the space-wasting in Houdini's Parameters pane but when it comes to functionality, Houdini is a league ahead.
I haven't experienced any bugs or readability issues with the UI, except with the Pre-Flight window, where the bright red text against the dark grey background is a terrible colour combination.
Edited by eikonoklastes - Aug. 20, 2020 01:00:20
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