I think my main problem with the node editor is that some things that
are influencing each other, aren't connected in the node editor. Other
things are connected in a loop.
This makes no sense to us humans.
I was hoping the node editor would fill the gap left by the lack of a
proper operator stack, but it still blows my mind how destructive Maya's
work flow is.
For now the node editor is where I do my shading, and check to see if my
deformers are still linked when things don't seem to work right.
OH here is a fun thing to try: put some animation on a sphere. Then
graph that in the editor, and add animation layers. My nose almost
started bleeding :)
G
On 2014/07/16 04:04 AM, Sebastien Sterling wrote:
Is it possible to get around it without code ? or is scripting very
much a part of the process ?
On 16 July 2014 01:49, Nick Angus <n...@altvfx.com
<mailto:n...@altvfx.com>> wrote:
Exactly the same here Simon, I think Mantra has come a long way in
the last couple of years. In fact it would be my next choice
behind Arnold right now. The beauty is you can have both!, the
Alembic workflow in Houdini is also brilliant.
It really is a no brainer for us at this stage...
------------------------------------------------------------------------
*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] 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 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 up with an amazingly powerful triumvirate.
Frankly I was shocked and disappointed at how bad Maya's shading
workflow was after taking some quick looks, everything takes an
extra 2 or three or more steps for every single one of Softs or
Houdini's. The simple task of connecting nodes isn't even
straightforward!! Compile a days worth of extra steps and I've
lost a solid hour to clicking. Anyone who has even looked any
other package should know this, it's immediately apparent that
there will be a measurable reduction in productivity.
On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz <e...@mootzoid.com
<mailto:e...@mootzoid.com>> wrote:
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 feel".
I am aware that making a "pretty UI" is - at least from a
programmer's stand point, not a "cool" challenge, but having
nice and meaningful colors, good drag and drop functionality,
text instead of ugly icons and all the other nice little
things as one finds in the ICE Tree or Modo's schematic view
make a huge difference for the paying (!) customer, i.e. the
gals and guys that spend hours and hours using the app.
That's what makes Softimage so special: it just feels right
and it actually is a real pleasure to do things, even
complicated things. One truly has the feeling that somebody
sat down and thought about how to implement something and -
most importantly - how to make the user interaction as
pleasant and intuitive as possible. Not saying that XSI is
perfect, but it definitely is a software made by people who
actually cared about it and wanted to make something good.
Isn't the Softimage crew working on Maya now??? C'mon, guys,
you did such an outstanding job on Softimage, do the same for
Maya: make it a software one loves and likes!
Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
Define "make it better"?
On Tue, Jul 15, 2014 at 10:31 AM, Eric
Mootz<e...@mootzoid.com <mailto: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.