But as the above user mentioned, that doesn’t work with the Cinema integration. You can even dive into the internal structure of the rig, make an adjustment or a fix (or even create a few more user controls), re-save it, and the fix will ripple across all the other instances of the rig. When using assets within Houdini itself, you can then create as many instances of the rig as you want, adjusting all of those exposed parameters as needed. In C4D, it’d be like taking a detailed rig with all kinds of objects, placing it under a Null, creating a bunch of Xpresso controls, and then saving the whole thing to disk. I really like Houdini - and I’ve still barely scratched the surface of it - but trying to get the two programs to work together can be challenging depending on what you need to create.Įssentially, a Houdini Digital Asset is a highly customizable user-created rig object. I suppose I’m not the only one who fells that way and it might be a reason that the engine for C4D doesn’t get that much attention from users. So even if I want something from Houdini for an animated object in C4D, I’ve found it more convenient to do this inside Houdini and export it, than making an HDA. (Other programs, like Unity, have a working update function that prevents this) The downside of that is that I lose all settings and animations I’ve made with it so far. I have to delete the HDA and reimport it. What doesn’t help is that when I change (some) things in the HDA, I cannot update it in C4D. I have to think beforehand what needs to be adjustable/animatable and what doesn’t. I’ve noticed that’s it’s a lot of work to make an HDA that works as intended. I like the fact that you can use the engine in C4D, and I’ve made a couple of HDA’s (Houdini Digital Asset) that I used inside C4D for productions.įor most of my uses It’s much easier to work in houdini and export the models to C4D. I’ve been using/learning houdini since a few years. Seems like the available one has been v16 for some time now, and makes me wonder in general, is anyone using this? (no one I know is.)ĭoes it get updated (bug fixes) in a reasonable amount of time in general?Īre people being slow to adopt this just cause it’s intimidating to learn some Houdini stuff or is the integration in need of more work to be usable? Makes me wonder if there’s another reason that everyone’s not doing it other than “I don’t want to try to figure out Houdini.”Īnyway, I noticed some pretty awesome looking features were introduced with 16.5 (bubble simulation, narrow band liquid sims), and I was mainly just curious if anyone’s heard any news on when an updated 16.5 engine might be coming out. But I’ve been thinking of getting Houdini Indie for a few months now so I can take advantage of the Houdini engine in C4D… It looks incredible! Seems like with the ability to somewhat replace everything that realflow, xparticles, and TFD can do, all with one integrated $200 piece of software, it’s a no brainer. Please forgive me because I don’t actually have a copy of the Engine and I don’t even know who’s responsible for offering updates to the C4D integration, SideFX or Maxon.
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