![]() Not to mention that the scene navigation is not a primary "tool" in the viewport, and that Houdini generally has no idea of monitor geometry and dialogs popup under cursor, highly unreliable viewport, unresolved camera workflows (yes you can build something convoluted and call it better.), unreliable undo, terrible viewport gizmos, "hud" although useful it’s mostly in the way (yes you can turn it off, etc, not the point, it’s not well designed), viewport mask that screams at you (red) every time you lock the camera (although I solved that one), unreliable save and scene crash recovery (solved that one too to some extent), unreliable group selections if switching modes, terrible manual selection "tools", poorly organized display options (sidebar) and and main display dialog, horrendous operation toolbar in most cases, especially icons that look like splotches coupled with sideways click scrolling, under utilized drag and drop, shelf that could be more useful instead of just taking up real-estate (yes many ways to get rid of it non of them elegant and mostly hacky), inelegant bezier drawing tools (maybe with few more iterations it’ll catch up to industry curve drawing standards), disjoined contexts (sort of, although that one requires an in-depth explanation), parameter panel (too many things wrong with it visually from ui and ux pov), poorly named operators and options (hence the high learning curve) and all of this leads to the overall poor ux. So how do you rearrange tabs/windows on the fly, dock and undock windows and generally have less static ui? Anyway, keep complaining and see you later. People complaining too much about Houdini without such experience. You just need basic skills with Python to use it. ![]() With Houdini you can make your node UI with drag-and-drop.
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