1) Assets sort of work now. Studios aren't using them because very few
places are using recent versions of Maya, and they have been a buggy
disgrace for a while from what a lot of people who tried told me.
I've started testing them and so far so good, but it's a metric ton of work
to build around
Some day something will have to replace it, please god we can not keep
going like this ! :(
On 16 September 2014 07:34, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
1) Assets sort of work now. Studios aren't using them because very few
places are using recent versions of Maya, and
Thanks for the info guys, This is super helpful.
I just played around with List Reference Edits in the Reference Editor.
You can list and remove edits in there
Seems similar to a delta in there. Just far less readable. But when I
remove edits, I dont have to update referenced model to see an
There are good things, and bad things. You can certainly go with it,
countless movies and commercials prove it's possible, but you do have to
change mentality quite drastically as out of the box you get a much less
complete experience.
While the much vaunted open-ness of the platform discussed in
Like having a team of players on steroids playing a football on
minefield... you can and they are top of the class but better watch your
step...
On Tue, Sep 16, 2014 at 9:36 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
There are good things, and bad things. You can certainly go
The metaphores and similitudes on this list since the EOL of Soft are on a
whole different level...
On Tue, Sep 16, 2014 at 5:46 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:
Like having a team of players on steroids playing a football on
minefield... you can and they are top of the
Can't argue with that :3
On 16 September 2014 08:50, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
The metaphores and similitudes on this list since the EOL of Soft are on a
whole different level...
On Tue, Sep 16, 2014 at 5:46 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:
attribute transfers
skinning
explorer
passes/overrides/grouping
intuitive retargeting
referencing (consistant worry free OOTB group work)
...
...
ICE
non-destructive
easy to use
fast
stirdy and stable
Hey guys,
I am biting the bullet and transitioning our pipeline over to Maya with
the support of Fabric a lot of our RnD Development.
I have a few questions that I can't seem to find concrete answers for that
I was hoping you guys could help me out with, I know that this is a
Softimage mailing
Don't they just use groups ? for like everything ?
On 16 September 2014 04:21, Enrique Caballero enriquecaball...@gmail.com
wrote:
Hey guys,
I am biting the bullet and transitioning our pipeline over to Maya with
the support of Fabric a lot of our RnD Development.
I have a few questions
You sound like you are asking, Does Maya make my life easy when I need to
do X? and the answer of course, is no.
OpenMaya is faster but much less intuitive, the conversion from typed to
typeless and dealing with pointers in Python is pretty lame..
so the answer is, learn both!
On Tue, Sep 16,
hey everyone,
i started a thread for those of us trying to make the shift to maya i
thought it might be helpful to throw quick keys, shaders, etc equivalents into
a list.
as they build up, i'll organize them in the Softimage waymodelling,
animation, etc.
Sent from my HTC EVO 4G LTE exclusively from Sprint
- Reply message -
From: John Clausing jclausin...@yahoo.com
To: softimage list softimage list Softimage@listproc.Autodesk.com
Subject: softimage to maya equivalents
Date: Wed, Apr 9, 2014 8:13 PM
thanks John
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