A preview of some of the amazing new tools in Houdini 16.5 such as motion path editing, crowd banking, partial rag dolls, polyreduce, uvlayout, rounded edge rendering, narrow band flip simulations, optical flow, gamepad camera, terrain transplanting and so much more.
The planned released date for Houdini 16.5 is November 7, 2017.
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Well, alot of these features seems nice but they seem pretty basic to me. However I know that Houdini is mostly a node based special effects program and not a rigging/modelling/animation package...
It seems to me that SideFx is after the Maya crowd, they slowly creep up from behind, ready for the kill.
It might take some time, but it will become a serious threat.
Last tutorial masterclass about their autorigs was in the making for about 6 months. That's one video only. Now they talk about whole series, which is in planing stages, so still far and away from recording. So I think at best, around 6 months from now you can see first parts of this, 12+ months from now the end of it.
I'll have to just give up on rigging in Houdini for the time being.
That said this looks like yet another great release, really looking forward to it!
For that type of modeling, what hurts Houdini rather than help it is that every action creates a node.
Just redirecting an edge or cleaning up topology ends up being a huge node tree..and while that technically isn't an issue, it feels messy.
It also lacks some basic tools. There's not really even a "connect" tool...while "edge divide" is close, you'll have to go with the polysplit tool, which I always disliked compared to a more direct "connect" like feature.
One way to solve this would be to have one node for this type of modeling, much like the Topology node, where you can connect, remove, split, fuse and all that within it.
We have a decimate modifier in blender who preserv the UVs, and modeling on a mesh who already have a uv layout preserv also the uv layout, i think other 3d package got that too
Download the apprentice version as soon as the presentation ended, watch some 16 hours of tutorials since then to understand the workflow.
The most impressive feature IMO is the ability to create procedural game assets in the engine with HDA's. Just such a time saver, especially as a one man band developer such as myself.