MCronin:
I don’t think I follow your example, entirely. I also don’t think the routine you describe to create a “mixer” very easy to follow, and I’ve never found that term “mixer” suitably explained amongst the Houdini community. I know what the channel editor is, I know what the CHOPs editor is, but what and where is the mixer - is it not just CHOPs itself? Or is it “that little network”? I’m confused already. Did anyone else entirely follow the example? I know you know what you mean, but I’m afraid most everyone else does not. I find this kind of explaination very common throughout the Houdini community. It seems nobody has the time to sit down and explain things in simple, step-by-step terms, they’re just too busy making fortunes being technical directors and such. And, there’s nothing wrong with that, either. They know that they know, and that is good enough.
If folks want Houdini to become a household name, I think, since it is so simple, as you have stated, and not rocket science, someone will have to graphically illustrate these simple proceedures which, in Animation Master, are already graphically simple to understand and use.
This strikes on an important point. Who uses the software and what do most of them attempt to do with it? Also, how is their thinking oriented? If the software is aimed at people who not only are used to thinking in abstractions, but prefer to think in abstractions, (like flow charts, mathematical expressions, programmatic scripts, acronyms, etc. - i.e. symbols of things which stand for other things), then those users, when asked to explain how to use the software, will resort to applying those abstractions in their explaination, if you follow me.
My perception is that, Houdini, from the start, was designed by people who think abstractively for those who prefer to think abstractively - technical directors, scriptors, programmers. This is fine, since it is pretty hard to simulate natural phenomenon and photo-real special effects without these kinds of abstractions - unless, however, you happened to be a really good artist and animator who would attempt to tackle the same problem visually and audibly. Given a problem, some people will attempt to solve it by means of abstraction, and others will attempt to solve it visually, instinctively. Some people prefer to think and problem solve in terms they encounter every day in the “real” world - i.e. visually, audibly, graphically - a picture is worth a thousand words, sort of thing. These would be, generally, the artists among us - most of whom, from their youth, did not go out of their way to take extra math classes, nor did they have an instinctive inclination to understand or explain things by means of the flow chart. These people also, by nature, tend to have a repulsion to acronyms and “secret” code, if you will. It is dispositional at its core. Simplicity in execution would also be something preferred by this kind of person - rather than complexity with infinite possibilities. This must be why many artists still love the pencil and the brush more than they love the computer and the keyboard.
Still, as artists, many are being forced to use the still alien technology of the computer and keyboard. But, they will be naturally inclined toward a solution that is most familiar to them - a graphical solution which tries to stay out of the way, just like the pencil does or the brush. I think you will find that among the artists who are using Houdini for character animation, most of them have been given, by the technical directors, a much simpler, yet powerful set of tools that reside at the object level of the program and hide any hint of CHOPs and the “mixer” from them. And this lies at the heart of our discussion. With Houdini, simple tools which encapsulate complex functionality must be created first, before the common artist can feel comfortable using them, and directly accomplish the task at hand. In Animation Master, the same, and often-times more useful, complex functionality has already been encapsulated into a set of easy-to-use tools that allow the artist to get a job done quickly. One program costs the user $299 and the other one costs the user $1999 or more. (If you need fur and hair, for example). One program requires 10 months, 10 hours per day to get a handle on, the other requires a few hours per day for a few weekends in a row to start producing impressive content. Given the nature and financial position of the average artist, which program might you predict he would choose over the other? It is with regard to these aspects that I refer to Animation Master as “The best at character animation bar-none.” And, Houdini is a great tool for those it was designed for, as well.
Sincerely,
Greg Smith