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Completely agree that Houdini is not currently in the same class as Blender, Maya, Max etc…. It is a different animal.

that being said, it is hard not to see how much their character animation tools are improving without seeing this as a direct threat on eastablished ‘trad’ 3d tools.

What fundamentally sets it apart is that (in my super limited experience) under the hood it closer to being a language than an app in the traditional sense. This makes it more future proof than its competitors. Lack of future proof is what has almost killed Modo, an app I adored. In the end, it proved far too slow and no amount of updates addressed this fact.



It’s not even like a language — it’s several languages spread across half a dozen purposes -built environments. I’m definitely interested to see where apex goes, but it’s going to need a lot of work in both the workflow and how they communicate its value before it gets any real adoption outside of some tech artists working on super complex skeletons and rigs. As of now, everything I’ve seen has been essentially a coding demo with visuals. Working with Advanced Skeleton in Maya is just so elegant and capable— between that and industry inertia, I have a hard time imagining it’s going to be the standard anytime soon. I think the real sleeper here is UE. You can model, make skeletons, rig, paint skin weights all right in there with a pretty smooth UI. I think they’re doing to lap everyone in like a decade.




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