Re: OT: Hypershade changes in Maya 2016
Looks like they removed the Delta Mush video...strange...anyway the new UI looks good 2015-04-14 9:31 GMT+02:00 Luc-Eric Rousseau luceri...@gmail.com: It's not just an icon change, the UI has been revisited to remove visual noise and adapt to different font size and UI scaling. But more critically, all the menus have been revisited to be organized more logically. It's a new Maya, and there are deep unifications changes in modeling workflows too. There is a single modeling and FX module, and the organization is different in those too. Should make it easier for anyone new to get into. Btw, the bit about hitting H to hide objects like in XSI... Maya added this in 2015 extension 1, along with MMB for repeating menus. Bifrost has a compound editor similar to ICE, but we still need to work on it. On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote: I am emotional too Sven, But i am also realist, By saying putting a new coating on the old car was a bit sarcastic dood. Take it easy smooth. I hear you…And I am with you if you didnt catch it. You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. Of course! Newtek never had to blend 2 softwares togheter per exemple. Nor does SideFx. It’s not about blending 2 softwares togheter. Its about blending workflows togheter. Its a bit different. I mean workflow things. Wich I hope will come more and more. The best from Xsi inside of Maya. When you hit H shortchut….it hide’s the object….if you hit H again…it shows up the object back. Simple. Multiple selection property changes for example… The list can go on and on. They didnt changed it’s look… just the icons. A simple refresh at the UI. I know!!! I could write a bitching novel on Maya that would take me years to write. But since my old email rant (wich you probably all remember) on how much i was upset on the desmise of XSI and then after our switch to Maya to test the waters, …. i can say that I have find positives things in Maya. While I still miss so many things from Xsi. Render passes in front of the line. But we got a powerfull pre render script that encompass this. Thanks to Laurent. Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of course. it’s not the end of the world. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ am.png VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. *From:* softimage-boun...@listproc.autodesk.com [
Re: OT: Hypershade changes in Maya 2016
Hi Luc-Eric will be MMB for repeating menus integrated also in to other bunch of editors ( texture, hypershade, graph…) ? Thanx Sent from Surface From: Luc-Eric Rousseau Sent: Tuesday, April 14, 2015 9:31 AM To: softimage@listproc.autodesk.com It's not just an icon change, the UI has been revisited to remove visual noise and adapt to different font size and UI scaling. But more critically, all the menus have been revisited to be organized more logically. It's a new Maya, and there are deep unifications changes in modeling workflows too. There is a single modeling and FX module, and the organization is different in those too. Should make it easier for anyone new to get into. Btw, the bit about hitting H to hide objects like in XSI... Maya added this in 2015 extension 1, along with MMB for repeating menus. Bifrost has a compound editor similar to ICE, but we still need to work on it. On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote: I am emotional too Sven, But i am also realist, By saying putting a new coating on the old car was a bit sarcastic dood. Take it easy smooth. I hear you…And I am with you if you didnt catch it. You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. Of course! Newtek never had to blend 2 softwares togheter per exemple. Nor does SideFx. It’s not about blending 2 softwares togheter. Its about blending workflows togheter. Its a bit different. I mean workflow things. Wich I hope will come more and more. The best from Xsi inside of Maya. When you hit H shortchut….it hide’s the object….if you hit H again…it shows up the object back. Simple. Multiple selection property changes for example… The list can go on and on. They didnt changed it’s look… just the icons. A simple refresh at the UI. I know!!! I could write a bitching novel on Maya that would take me years to write. But since my old email rant (wich you probably all remember) on how much i was upset on the desmise of XSI and then after our switch to Maya to test the waters, …. i can say that I have find positives things in Maya. While I still miss so many things from Xsi. Render passes in front of the line. But we got a powerfull pre render script that encompass this. Thanks to Laurent. Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of course. it’s not the end of the world. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM am.png VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and
Re: OT: Hypershade changes in Maya 2016
Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
RE: OT: Lab for 3DSMax
Just thought I'd fling this grenade in here: https://www.youtube.com/watch?v=tmudH_C97O4#t=120 Date: Mon, 13 Apr 2015 20:51:40 +0200 Subject: Re: OT: Lab for 3DSMax From: cont...@marioreitbauer.at To: softimage@listproc.autodesk.com I was working with Max years ago. And I liked the operator stack somehow. But back then it was just way to slow. How's the general operator speed now ?They did a looot in the viewport over the years but the operators themself were still slow when I stopped using it. 2015-04-13 17:52 GMT+02:00 Chris Johnson chr...@topixfx.com: I've been working in Max now since around the time that Soft went end of life. It's not that bad. I'd say once I day I shake my head at something and other days I'm surprised how easy some things are? The UI does feel like it's been put together with years and years of layers of dirty tape. However, they're addressing that aggressively...so I'm told. On Mon, Apr 13, 2015 at 7:35 AM, Cesar Saez cesa...@gmail.com wrote: There's no need to trash 3dsmax, this new version finally bring something interesting for their users. Of course there's a long way to go yet, but this is definitely a step forward.
Re: OT: Hypershade changes in Maya 2016
It's not just an icon change, the UI has been revisited to remove visual noise and adapt to different font size and UI scaling. But more critically, all the menus have been revisited to be organized more logically. It's a new Maya, and there are deep unifications changes in modeling workflows too. There is a single modeling and FX module, and the organization is different in those too. Should make it easier for anyone new to get into. Btw, the bit about hitting H to hide objects like in XSI... Maya added this in 2015 extension 1, along with MMB for repeating menus. Bifrost has a compound editor similar to ICE, but we still need to work on it. On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com wrote: I am emotional too Sven, But i am also realist, By saying putting a new coating on the old car was a bit sarcastic dood. Take it easy smooth. I hear you…And I am with you if you didnt catch it. You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. Of course! Newtek never had to blend 2 softwares togheter per exemple. Nor does SideFx. It’s not about blending 2 softwares togheter. Its about blending workflows togheter. Its a bit different. I mean workflow things. Wich I hope will come more and more. The best from Xsi inside of Maya. When you hit H shortchut….it hide’s the object….if you hit H again…it shows up the object back. Simple. Multiple selection property changes for example… The list can go on and on. They didnt changed it’s look… just the icons. A simple refresh at the UI. I know!!! I could write a bitching novel on Maya that would take me years to write. But since my old email rant (wich you probably all remember) on how much i was upset on the desmise of XSI and then after our switch to Maya to test the waters, …. i can say that I have find positives things in Maya. While I still miss so many things from Xsi. Render passes in front of the line. But we got a powerfull pre render script that encompass this. Thanks to Laurent. Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of course. it’s not the end of the world. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ am.png VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable *Sent:* Tuesday, April 14, 2015 2:18 AM *To:*
Re: Hypershade changes in Maya 2016
From: Sylvain Lebeau You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. What is Maya but the blending together of Alias Poweranimator and Wavefront Explore, with a sauce of Softimage 3D on top for good measure? It can be done: two companies merging into one and merging their comparable products into one – sounds like a logical outcome. And it worked, because their merged software became a stronger contender from the very start, out of the heritage of it’s predecessors. But that wasn’t under Autodesk of course. If AD had acquired Alias and Wavefront, Maya would have never existed, Poweranimator would have been killed off, and we’d have HyperExplore 2016 Platinum Subscription, with none of the different modules compatible between them.
Re: OT: Hypershade changes in Maya 2016
What parts of what doco? App? Tutorials? SDK/API? On Tue, Apr 14, 2015 at 7:45 PM, Leendert A. Hartog hirazib...@live.nl wrote: Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Camera Sequencer Issues
you are supposed to cache(record) it first I believe. -Original Message- From: elhemp Sent: Tuesday, April 14, 2015 6:01 AM To: softimage@listproc.autodesk.com Subject: Camera Sequencer Issues Hi, I try to test the camera sequencer for the first time in a project and have several issues with it. - The render region does not update when changing time in camera sequence editor. (You have to manually refresh the viewport) - Viewport capturing does not work. It renders always the same frame. - Hardware rendering renders black frames. Has anyone experienced such issues? Cheers, Stephan.
Camera Sequencer Issues
Hi, I try to test the camera sequencer for the first time in a project and have several issues with it. - The render region does not update when changing time in camera sequence editor. (You have to manually refresh the viewport) - Viewport capturing does not work. It renders always the same frame. - Hardware rendering renders black frames. Has anyone experienced such issues? Cheers, Stephan.
Re: OT: Hypershade changes in Maya 2016
The main docs, IMHO Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
I agree Ed, I'm not going to hold on to Softimage for the next 2-3+ years just because I want to make a statement. As a 3D artist, it's my opinion that you need to move with the times whether you like it or not. If you stick with Softimage, you're delaying the transition that will eventually happen. If you wait until the last possible moment, say if a new technology is introduced, and there is no way to shoe-horn it into Softimage, you'll be left with very little time to get up to speed with a product that will be evolving and staying up with the times. Whether it's a transition to Max, Maya, Houdini, or whatever, life goes on. If you want to stay in the industry and stay relevant you have to evolve. Eric T. On 4/14/2015 10:36 AM, Ed Manning wrote: Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
ahh cool Luc-Eric thanks for pointing that out. I remember the guys did talked about these feature when they came here but didnt know about it was done in Ext1. Great stuffs :-) sly *Sylvain Lebeau // SHED* **V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM http://www.SHEDMTL.COM http://WWW.SHEDMTL.COM On 14/04/15 05:15 AM, Tomas Roth wrote: Hi Luc-Eric will be MMB for repeating menus integrated also in to other bunch of editors ( texture, hypershade, graph…) ? Thanx Sent from Surface *From:* Luc-Eric Rousseau mailto:luceri...@gmail.com *Sent:* Tuesday, April 14, 2015 9:31 AM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com It's not just an icon change, the UI has been revisited to remove visual noise and adapt to different font size and UI scaling. But more critically, all the menus have been revisited to be organized more logically. It's a new Maya, and there are deep unifications changes in modeling workflows too. There is a single modeling and FX module, and the organization is different in those too. Should make it easier for anyone new to get into. Btw, the bit about hitting H to hide objects like in XSI... Maya added this in 2015 extension 1, along with MMB for repeating menus. Bifrost has a compound editor similar to ICE, but we still need to work on it. On 13 April 2015 at 23:23, Sylvain Lebeau s...@shedmtl.com mailto:s...@shedmtl.com wrote: I am emotional too Sven, But i am also realist, By saying putting a new coating on the old car was a bit sarcastic dood. Take it easy smooth. I hear you…And I am with you if you didnt catch it. You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. Of course! Newtek never had to blend 2 softwares togheter per exemple. Nor does SideFx. It’s not about blending 2 softwares togheter. Its about blending workflows togheter. Its a bit different. I mean workflow things. Wich I hope will come more and more. The best from Xsi inside of Maya. When you hit H shortchut….it hide’s the object….if you hit H again…it shows up the object back. Simple. Multiple selection property changes for example… The list can go on and on. They didnt changed it’s look… just the icons. A simple refresh at the UI. I know!!! I could write a bitching novel on Maya that would take me years to write. But since my old email rant (wich you probably all remember) on how much i was upset on the desmise of XSI and then after our switch to Maya to test the waters, …. i can say that I have find positives things in Maya. While I still miss so many things from Xsi. Render passes in front of the line. But we got a powerfull pre render script that encompass this. Thanks to Laurent. Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of course. it’s not the end of the world. sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com mailto:s...@shedmtl.com On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com mailto:s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete
Re: OT: Hypershade changes in Maya 2016
Getting a bit semantic but you probably need to do both no? :) Eric T. On Tuesday, April 14, 2015 11:36:36 AM, Leendert A. Hartog wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert
Re: OT: Hypershade changes in Maya 2016
Or in another software. On 14-Apr-15 11:50, Christoph Muetze wrote: Everything I would want to do in Maya I can do better and easier in Soft... I'm waiting for that to change.. Maybe in a couple of years? Cheers! Chris
Re: OT: Hypershade changes in Maya 2016
Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Not sure if I can agree here.. I add tools to my collection only when they save me time or give me an advantage. And I only replace old tools when they either don't run anymore or the competition is _much_ better..(think _at least_ 50-80% faster to goal). I bought a Modo seat solely because of MeshFusion. That tool is a killer-app in itself. Same thing with Redshift for Softimage... And when it comes to Maya: I welcome their recent changes, but, still - I don't see a reason at this point in time to shift over to Maya (which I already own but rarely make use of) simply because there is no benefit over Softimage. Everything I would want to do in Maya I can do better and easier in Soft... I'm waiting for that to change.. Maybe in a couple of years? Cheers! Chris On 04/14/2015 05:08 PM, Eric Thivierge wrote: I agree Ed, I'm not going to hold on to Softimage for the next 2-3+ years just because I want to make a statement. As a 3D artist, it's my opinion that you need to move with the times whether you like it or not. If you stick with Softimage, you're delaying the transition that will eventually happen. If you wait until the last possible moment, say if a new technology is introduced, and there is no way to shoe-horn it into Softimage, you'll be left with very little time to get up to speed with a product that will be evolving and staying up with the times. Whether it's a transition to Max, Maya, Houdini, or whatever, life goes on. If you want to stay in the industry and stay relevant you have to evolve. Eric T. On 4/14/2015 10:36 AM, Ed Manning wrote: Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
He He ! Jason S A proper mouth bag (one that requires gums and teeth, tongue, throat and uvula) is a classic example of a situation in modeling where being able to hide faces fast makes all the difference. so you need to hide the lips and mouth bag to get to the gums and teeth. In maya all you have is Isolate, which means you have to: 1) make selection 2) invert selection 3) isolate selection * which will also hide everything else in the scene so if your teeth where separate i hope you took the time to select every single one or you are fucked should you desire to increase hidden area... 4) select all 5) unpaint desired area 6) isolate. SHIFT+I unhide 1) deselect all 2) de-isolate SHIFT+I vs softimage 1) make selection 2) Hide H ... hide more 3) make selection 4) Hide H unhide 1) CTRL+H Not only are there fewer steps but the process is more streamline and intuitive in soft. this may not seem like much, but it is one of those actions you have to perform every 30 seconds when you're a modeller. the mouth bag is just one pertinent example, I'm sure people weight painting on e.g multiple layers of clothing would appreciate being able to hide some sub- element to get to others. On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Or possibly endure. Some days it's like that :p On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Yeah I guess.. it actually does look good, less daunting to learn and quite useful in a way. I’m sure the little bugs and quirks are many, but it looks nice. From: Eric Thivierge Sent: Tuesday, April 14, 2015 08:11:57 To: softimage@listproc.autodesk.com I really like this release. The modeling tool enhancements and the sculpting tools are awesome to have. Sculpting blend shapes for faces is going to be a lot easier and you can stay in Maya for it. They have some work to do as they don't have an erase brush to paint the deltas back to zero, but its getting there. The blend shape editor adjustments are more than welcomed. It's finally more usable and you can just keep creating empty blend shapes to sculpt on. Softimage didn't have this or the sculpting and it's really great to see they are integrating the Mudbox brushes. You can't go super crazy high poly currently, but that's OK. I just want the sculpting tools for the blend shapes and shape fixes. The modeling team on Maya have been doing amazing work and this release shows it. This is a pretty decent release. The clean up of the UI and menus is also something to appreciate. Get rid of the clutter to make room for new tools and quicker workflows. My 2 cents, Eric T. On 4/14/2015 9:06 AM, Eric Thivierge wrote: Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good
Re: OT: Hypershade changes in Maya 2016
what are the odds we might get a method of aligning objects per pivot ? and a method of hiding sub-componants faces in the next iteration ? (ever tried modeling the inside of a mouth of a crocodile ?) there is actually some good stuff in this version. On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Maya can be fine, (despite being ~3x as memory hungry and still way more cumbersome comparatively ) with these steps indeed maybe indeed in a few years would it be a closer alternative. (if overhauling render layers, it's non-destructive framework? shapes workflow and other workflow-s-, and a still pretty big 'etc'.. ) But regardless, if already "forced" to use Maya, wait until rental-only kicks-in. Then prices could double again (or quadruple or whatever), and purchases couldn't be withheld without also losing the ability to function in the same move. What were you saying about inside the mouth of a crocodile? On 04/14/15 14:48, Sebastien Sterling wrote: what are the odds we might get a method of aligning objects per pivot ? and a method of hiding sub-componants "faces" in the next iteration ? (ever tried modeling the inside of a mouth of a crocodile ?) there is actually some good stuff in this version. On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Or possibly endure. Some days it's like that :p On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Still selecting a material or a node in Hypershade will deselect object in view port, so silly! On Tue, Apr 14, 2015 at 3:36 PM, Leendert A. Hartog hirazib...@live.nl wrote: The main docs, IMHO Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good
Re: OT: Hypershade changes in Maya 2016
I really like this release. The modeling tool enhancements and the sculpting tools are awesome to have. Sculpting blend shapes for faces is going to be a lot easier and you can stay in Maya for it. They have some work to do as they don't have an erase brush to paint the deltas back to zero, but its getting there. The blend shape editor adjustments are more than welcomed. It's finally more usable and you can just keep creating empty blend shapes to sculpt on. Softimage didn't have this or the sculpting and it's really great to see they are integrating the Mudbox brushes. You can't go super crazy high poly currently, but that's OK. I just want the sculpting tools for the blend shapes and shape fixes. The modeling team on Maya have been doing amazing work and this release shows it. This is a pretty decent release. The clean up of the UI and menus is also something to appreciate. Get rid of the clutter to make room for new tools and quicker workflows. My 2 cents, Eric T. On 4/14/2015 9:06 AM, Eric Thivierge wrote: Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good