Side Effects will showcase Houdini 15 at Siggraph this year. Some new things that are coming: - Houdini Engine 2.0 - Retopo Tools - Poly Bridge Tool - Poly Expand (whatever it is) - Ragdoll - Edge Sliding - Layared Materials - Onion Skinning - and it looks that Lava solver for DOPs BTW. There are some voices here and there…
You can also try clearing swarm cache in the lightmass tool box that pops up when you build lighting. Swarm cache holds the compiled lightmass solver-ready geometry and textures that it uses to calculate the lighting for your level, and that cache might sometimes get corrupted.
I agree, your a problem solver. In the industry, people love it when you can solve problems. Both technical and creative. You better be hired soon...can't wait for your reel. Thanks again for all your tutorials. I'm learning so many new workflows.
Here's an example btw... http://www.newegg.com/Product/Product.aspx?Item=N82E16819115011 For $970 you can get a quad core that is just slightly slower than the 6800, but you save $300. I'd rather have my $300 than a sliver of speed that I'd probably never notice.
@allebasi, just ignore them. Those are super tiny rotation offsets, that come from the iteration of the ik solver. They wouldnt be displayed on my machine, where i see only threee digits after the point. You will probably never touch this joint during animation, just let the IK do its job :)
Depending on how much time you have to learn new software, the particle, gas and fluid solvers in Houdini would be a great choice for this task, there's also a pretty easy shelf tool for making clouds that can be massaged into nebulas. You will get high quality results with a high degree of control.
As I've said it on CGSociety, I don't think the Vicon system is a good choice. It basically gives you 3D transform data and you're left to write or buy a solver that can interpret it to drive a proper face rig; or you can try to use some direct remapping, but that will seriously limit the quality of your facial…
If you grab Houdini Engine I can prepare a tool like this for you next week ;) Simulations are Houdini bread and butter, so possibility to prepare optimized geometry, for example for Bullet solver, using many techniques is a must. And also piece of cake in Houdini. Fas example below. You can go even more crazy with it :)
Thanks Sylver, are you doing a realistic skull model or a stylized one? Luckily, i was able to skip a lot (most) of the difficult technicalities of a skull just because its supposed to look cartoony and not completely realistic ^_^ The big challenge of modeling this skull, unlike modeling a realistic skull, is making it so…