+1 Raff none of us can deny that the power is there just under the hood,
however taping into that power requires sacrificing liberal amounts of
goats.
In the last particle presentation for modo 701, it also seemed to give you
the ability to loop a node back on itself.
On 16 July 2014 04:57,
I think we should draw a line to show the parenting in the Maya Node
Editor, that would make transform vs object make more sense, something
we're not doing.
For loops... actually Maya and XSI have similar in architecture, and
XSI's scene graph is full of loops as well. Every operator, like the
If you ever decide to start showing the DAG side of the graph in the NE,
please make sure it's a toggle like in the HG (and possibly a better and
more extensive one :) ) and not a mandatory addition to the graphing.
Shapes being an exception as they are unique the only one-to-many DAG item
due to
That was always my notion too. Just imagine an ICE graph without Get Data and
Set Data nodes and replacing them with actual connections from/to the main ICE
node. You'd get lots of loops, making the the graph more descriptive but also
harder to read, besides exploding the number of input and
The biggest problem that I have with the self-loops is that it is all too
easy to accidentally disconnect one when re-arranging the nodes and not
notice that you have done so.
Additionally, the connection popup for additional channels is annoying
tedious; I'd like most of the channels that are
If there was better and more extensive handling of AE templates that
transferred to the NE so much of that could be obviated, things like being
able to set flags for filtering, locking connection/disconnection and
having ordering respected, and being able to properly default them.
That's kind of a
Hey guys,
Just installed Maya 2015, because I need its SDK to compile some plugins.
Out of curiosity I took a look at the new version, especially the node
editor. A few weeks ago I heard or read that they had improved the node
editor, but from what I saw it is the same unusable piece of crap
Yep, it's called the Node Editor (to make the difference with the Hypergraph
and Hypershade). As to improved... Well, I guess you already found out for
yourself. It's basically a new look with the same old workflows from 20 years
ago (ok, not really... Now you can drag connection wires instead
It is there to show you just how old and useless Maya is.
So far I've only found one cool thing it can do. You can re-connect
expressions with ituuhhm yes.. it realy blows the mind -_-
The more I learn, the angrier I get.
G
On 2014/07/15 03:00 PM, Sergio Mucino wrote:
Yep, it's called the
Hope you like grey on fucking grey !
On 15 July 2014 15:17, Peter Agg peter@googlemail.com wrote:
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with
Peter Agg schreef op 15-7-2014 16:17:
It's the same workflow with lipstick on.
Hmm, lipstick should at least improve the situation cosmetically. The
node editor doesn't even accomplish that...
Greetz
Leendert
AKA Hirazi Blue
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far
better than the hypergraph, but still... it's not good at all. Had hoped
that they would make that better, but no.
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with lipstick on.
On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:
It is there to show you just how
need to get on the Beta.
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Mootz
Sent: 15 July 2014 09:20
To: softimage@listproc.autodesk.com
Subject: Maya 2015 Node Editor
Hey guys,
Just installed Maya 2015
Define make it better?
On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.
Possibly , make it
Intuititive,
Useful but mostly
Meaninful from a workflow point of view
Ie make it be where people want to go in order to get stuff done in a
quick, visually helpful manner.
On 2014/07/15, 5:07 PM, Luc-Eric Rousseau luceri...@gmail.com
well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
Define make it better?
On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph,
I don¹t think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn¹t mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a
Text and color coding the nodes is good, icons not so much, an icon needs
to be learnt, text and color coding impart directly the meaning of the node.
icons can be good too, but in maya you have icons that look like other
icons, and it is confusing as all hell
On 15 July 2014 16:29, Gerbrand
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:
I don靖 think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn靖 mean its the right thing
for the maya Node editor
July 2014 at 5:52 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson
angus.david
@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:
I don靖
@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za
mailto:angus.david...@wits.ac.za wrote
@listproc.autodesk.com
softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson angus.david
He, he, the owner of a restaurant that serves healthy food containing
everything the body needs (calories, vitamines etc.) but that looks,
tastes and smeels bad, must not be surprised if people complain :)
Seriously, the problem is not the functionality, it is the usability,
the look and
well how many times guys frmo AD on forums, no need to mentioned names,
were praising how maya is sooo great for development opened bla bla... and
how many times people said to them WHO GIVES sh about that when we
can;t use it normaly.
intuitive, nice clean and easy to work with... having all
Defining better would be quite an exercise so if the question is serious I
would invite Autodesk to form a product experts team, bring the best XSI
artists to the table and formalise how Maya should evolve to make it usable.
I would happily be part of it if you really are interested but I will
It's a public channel, not sure an invite is required.
modo Community SDK Developers Channel
On 7/15/2014 12:17 PM, Sebastien Sterling wrote:
Actually Eric i asked a little while back on the modo forum, the best
place for modo c++ related help and information, turns out there is a
Skype
As they said so many times so far they don;t have intention to make Maya
more into Softimage
On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:
Defining better would be quite an exercise so if the question is serious I
would invite Autodesk to form a product experts
I didn't say the purpose was to make Maya like Softimage.
Jordi Bares
jordiba...@gmail.com
On 15 Jul 2014, at 18:53, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
As they said so many times so far they don;t have intention to make Maya more
into Softimage
On Tue, Jul 15, 2014 at
The biggest misconception that I've been met with while interacting
with long time Maya users about changing things is that they think I'm
trying to turn Maya into Softimage, when in reality, I know that the
workflow in Maya is slow and archaic and can be more efficient /
improved. I really
We Softies are all one-eyed men...
On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge ethivie...@hybride.com
wrote:
The biggest misconception that I've been met with while interacting with
long time Maya users about changing things is that they think I'm trying to
turn Maya into Softimage, when
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
We Softies are all one-eyed men...
On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge
ethivie...@hybride.commailto:ethivie
I'd prefer switching to Povray rather having to go any AD product.
And that's better if they don't integrate any SI intelligence in Maya.
There are nicer companies out there that are willing to do proper work.
Le 15/07/2014 19:53, Mirko Jankovic a écrit :
As they said so many times so far they
Modo's nodes are quite pretty, all they need is a bit of color to identify
different components of a tree :), why is no one else doing this ?
is it because an ICE trees layout is linear ? so its easier to identify
where the beginning and end of things is happening and subsequent color
coding ?
The color coding of nodes in Modo's is very different from ICE's:
instead of coding by node type, they inherit the color assigned to the
item they represent. So for example, in the Item List, if you select
something, right-click, and set the 'Editor Color', the corresponding
node(s) will be
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code sockets by data type. That would be quite useful.
Sergio Mucino
On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson tim.crow...@magneticdreams.com
Yes Data type socket color scheme would bring us one step closer to home :)
On 15 July 2014 20:03, Serch Mucino sergio.muc...@gmail.com wrote:
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code
Ah that's true! I forgot about that! Good reminder...
On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also assign colors to nodes directly in the schematic view
(even non-item related nodes, such as math nodes). I would like Modo
to color-code sockets by data type. That would be quite
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,
On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:
Ah that's true! I forgot about that! Good reminder...
On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also
I'm not sure what you mean by with a statement. Can you elaborate?
Sergio Muciño.
Sent from my iPad.
On Jul 15, 2014, at 3:46 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,
This! there is a term for it, but i can't remember. :P gathering nodes and
organizing them.
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png
On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:
I'm not sure what you mean by with a
just put a request in for color coded node sockets in the designated
request area of the modo forum:)
On 15 July 2014 21:01, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
This! there is a term for it, but i can't remember. :P gathering nodes
and organizing them.
No, Modo doesn't not /yet /have a Group Comment node.
-Tim
On 7/15/2014 3:01 PM, Sebastien Sterling wrote:
This! there is a term for it, but i can't remember. :P gathering
nodes and organizing them.
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png
If they do get one, please someone make sure that they make it work with
auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(
On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:
No, Modo doesn't not *yet *have a Group Comment node.
-Tim
On 7/15/2014
and they surely have not
understand this, xsi did so though.. such a shame (oh wait the foundry also
got it! :)
-Manuel
IMDB | Portfolio | Vimeo
| Linkedin
From: peter@googlemail.com
Date: Tue, 15 Jul 2014 21:11:29 +0100
Subject: Re: Maya 2015 Node Editor
To: softimage@listproc.autodesk.com
If they do
I agree Eric, 100%
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
in terms of usability and UI maturity. We primarily use Arnold but Mantra
is a fantastic sidekick and when you combine them you end
Same here.
On Jul 15, 2014, at 22:28, Simon van de Lagemaat si...@theembassyvfx.com
wrote:
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in
terms of usability and UI maturity. We primarily
...
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] on behalf of Simon van de Lagemaat
[si...@theembassyvfx.com]
Sent: 16 July 2014 06:28
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor
I agree Eric, 100
of Simon van de
Lagemaat [si...@theembassyvfx.com]
*Sent:* 16 July 2014 06:28
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Maya 2015 Node Editor
I agree Eric, 100%
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play
] on behalf of
Simon van de Lagemaat [si...@theembassyvfx.com
mailto:si...@theembassyvfx.com]
*Sent:* 16 July 2014 06:28
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Maya 2015 Node Editor
I agree Eric, 100%
As of now we're
To be fair, I wish Soft had the same loops that don't make sense.
Maya nodes are able to inspect and express the scene graph to a much higher
extent than it's ever been possible in Soft.
Things like the parent inverse transform being able to feed back into a
node affecting the owner of that
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