Milan Kolar

mkolar

About Me

専門知識
Technical Director
業界:
Film/TV

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LOCATION
Czechia
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Houdini Engine

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Recent Forum Posts

DualScreen 2015年3月18日14:58

NNois
ok, but haven't you any problem with floating panes like this ?
Personaly i have a “window focus” problem just like you have on XSI if you don't use a single maximised window on the surface of the two screens.

This has actually been fixed in 14.0.271 build. Very annoying bug indeed, but works now.

As for the ‘Creation Desk’. Don't interpret it on dual screen, Just use the extra real estate for more useful panels. I was never big fan of ‘Creation desk’ even in the uni, because it simply lacked information I wanted to have on hand most of the time. But that's really just personal preference.
For inspiration maybe. This is what mine looks like now, for most of the work.

edit: seem like this forum is not taking big pictures too well. sorry for the strech.

Plotting or Baking animation from motion FX result. 2015年3月9日16:31

Bones seem absolutely fine, the improvements are very clear in that area. It's mostly textures and deformers when having multiple characters in the scene. Unfortunately the visuals we're working on now are very dependent on textures so animators need to see them (flat characters paper cutout style but skinned to bones, with some blendshapes). Faces and some details are done as textures with transparency on small cards for instance.

It might very well be that my rigs are not fully optimised (almost certainly ), but still when I try similar scenarios in other max or maya I have to say that's is incomparable in terms of viewport speed. As soon as I put 3-4 characters in, it goes down to 12-13 fps on 2GB gtx760. Maya flies with 10-15 characters with textures. I'm planning on doing some testing to narrow it down, but currently we I can't afford it as deadlines are pushing.

Plotting or Baking animation from motion FX result. 2015年3月9日12:10

Man you seem to have taken that very personally. I apologize for that as it honestly wasn't anywhere near my intentions. I also can't find where I said that someone doesn't know what they are doing .

I merely said that ‘not needing to bake animation’ (or whatever we call) is not a universal truth. In a traditional animation workflow (which we want to keep because of many reasons. A lack of technically savvy animators being one of them) it sometimes really is desirable or necessary to use ‘destructive workflow’.

Now to your points. Ultimately this is what I'd like to achieve (even 10x less polished version would do.
http://www.studiolibrary.com/ [studiolibrary.com], because such animation workflow is fast and comfortable for animators. They are the ones who need to use, not TDs.

I've seen the topic about Pose library. Unfortunately, this doesn't work on any machine with H14 I've encountered so far. That's why I was asking about the rewritten pose library, because I can't access it. Secondly if something is so well hidden that it doesn't even have a simple way to get to it and is not mentioned in documentation. I'm afraid i have to assume it's not production ready.

So please instead of getting touchy, read the post with calm head again and see if you have actual answers to our problems (saving clip/poses for only scoped parms, importing .chan files scrambles channels …). I'm sure it would be helpful to others too. If you don't never mind. This is a discussion, not a war as you called it.

It's a shame one needs to jump so many hoops for smooth animation workflow, because our animators actually really like houdini for animating apart from these issues. (and slow vieport )