Re: Maya, sheesh!

2015-02-13 Thread Marco Peixoto
Maya Graph is a bit different (but not that much) than XSi one, we need to
select the handles to move them opposed to Xsi where we just drag them,
maybe you have the Handles locked (always same lenght), which is advisable,
unless you know what you are doing and really want to mess with them. Why
is it advisable, because when animating and having lots of keys when you
change things and make a new Key between two other keys or shift keys
around, the handle stays the same and the curve info is what you defined
early, so its you in control of the curve, with free handles everything
goes whacky if you insert new keys or shift frames.

Usually the only times I unlock the Handles is if Im animating Bouncing
Motions and I break the handles so i can make the contacts sharper.

If you can or want, take a look at the How To Cheat in Maya book, the Graph
section will tell you a lot of Maya Graph and you don't need extra Graph
scripts that are a clutter mess IMO.



On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:

 What about select a handle and middle click dragging? (a quite common
 pattern in Maya)

 I don't want to be that guy, but this is not the right attitude to learn
 anything! I don't like Maya and I've been frustrated using it as much as
 any softimage user out there, but hey! it's time to get over it and move
 forward... just saying.

 Best luck,
 Cesar


 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv
 wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it without
 have to go to any menu options, I find it frustrating to constantly having
 to go to the move key tool or to free weights and unlock things, it's just
 the way I work, I'm sure it's good in many other ways. What I would like to
 find out is is there a way of having this behavior in maya as default. I
 find that there is some consistency, real or perceived, in key moving
 behaviour, sometimes you can move stuff, sometimes you have to go to the
 menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.




Re: Maya, sheesh!

2015-02-13 Thread Artur Woźniak
Not that I am using or will be in the near future (Autodesk product that
is), but I'd rather have option to lock it if necessary rather than having
to unlock it every time i need it. Knowing what you doing with handles is
advisable if you animating, so I don't see the point of having them locked
by default.


Artur

2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:

 Maya Graph is a bit different (but not that much) than XSi one, we need to
 select the handles to move them opposed to Xsi where we just drag them,
 maybe you have the Handles locked (always same lenght), which is advisable,
 unless you know what you are doing and really want to mess with them. Why
 is it advisable, because when animating and having lots of keys when you
 change things and make a new Key between two other keys or shift keys
 around, the handle stays the same and the curve info is what you defined
 early, so its you in control of the curve, with free handles everything
 goes whacky if you insert new keys or shift frames.

 Usually the only times I unlock the Handles is if Im animating Bouncing
 Motions and I break the handles so i can make the contacts sharper.

 If you can or want, take a look at the How To Cheat in Maya book, the
 Graph section will tell you a lot of Maya Graph and you don't need extra
 Graph scripts that are a clutter mess IMO.



 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:

 What about select a handle and middle click dragging? (a quite common
 pattern in Maya)

 I don't want to be that guy, but this is not the right attitude to learn
 anything! I don't like Maya and I've been frustrated using it as much as
 any softimage user out there, but hey! it's time to get over it and move
 forward... just saying.

 Best luck,
 Cesar


 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv
 wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it
 without have to go to any menu options, I find it frustrating to constantly
 having to go to the move key tool or to free weights and unlock things,
 it's just the way I work, I'm sure it's good in many other ways. What I
 would like to find out is is there a way of having this behavior in maya as
 default. I find that there is some consistency, real or perceived, in key
 moving behaviour, sometimes you can move stuff, sometimes you have to go to
 the menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.





Re: Maya, sheesh!

2015-02-13 Thread Kris Rivel
Ugh...I really hope Autodesk is taking notes on the pain we're enduring
switching over...I doubt it though. I'll die before I use Maya or Max as
much as Soft. Its so friggin stupid that we have to take a major step down
in day to day routine stuff and hunt for work-arounds, hacks, scripts, etc.
just to do something simple. I can tear through stuff in Soft with ease
that I KNOW I can't do in Maya or Max as quickly. When I'm in a hurry I'm
connecting, overriding, layering like a mad-mangetting sh!t done...and
on time while my Maya/Max brethren is taking their time trying to find the
best plugin or script to do what I did in 2 seconds. End rant.

Kris

On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.com wrote:

 I think i explained why by default its like that, unless you are animating
 thing with a keyframe here and there and have your animation be dictated by
 the Curve Tension instead of having your animation be dictated by what
 you really key, then yes unlocking the tangents is the best way to go, but
 if you want full control then not really, of course this varies with
 preferences, I prefer to have my overshoots keyed and relying on curves
 with handles pulled, if I need to shift poses around my overshoots are
 always like i made them and not what the curve interpolation managed to do.

 Anyway unlocking the Curves its a simple click and  you can even do it on
 Maya preferences:


 Preferences---Animation---Uncheck the Weighted Tangents (and use Spline
 not Auto).

 My explanation on why I break the handles its because on simple bouncing
 objects its faster to break the Tangents and use it like that instead of
 making 2 extra keys, but its the rare occasion I break them and if timming
 adjusting is needed i will loose time trying to find the same tension
 values again.

 Its all workflow preferences, I use some scripts in Maya (that I only use
 for Character Animation) and have colleagues that dont use a single script
 and animate all day long with vanilla out of the shelf Maya.

 On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com
 wrote:

 Not that I am using or will be in the near future (Autodesk product that
 is), but I'd rather have option to lock it if necessary rather than having
 to unlock it every time i need it. Knowing what you doing with handles is
 advisable if you animating, so I don't see the point of having them locked
 by default.


 Artur

 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:

 Maya Graph is a bit different (but not that much) than XSi one, we need
 to select the handles to move them opposed to Xsi where we just drag them,
 maybe you have the Handles locked (always same lenght), which is advisable,
 unless you know what you are doing and really want to mess with them. Why
 is it advisable, because when animating and having lots of keys when you
 change things and make a new Key between two other keys or shift keys
 around, the handle stays the same and the curve info is what you defined
 early, so its you in control of the curve, with free handles everything
 goes whacky if you insert new keys or shift frames.

 Usually the only times I unlock the Handles is if Im animating Bouncing
 Motions and I break the handles so i can make the contacts sharper.

 If you can or want, take a look at the How To Cheat in Maya book, the
 Graph section will tell you a lot of Maya Graph and you don't need extra
 Graph scripts that are a clutter mess IMO.



 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:

 What about select a handle and middle click dragging? (a quite common
 pattern in Maya)

 I don't want to be that guy, but this is not the right attitude to
 learn anything! I don't like Maya and I've been frustrated using it as much
 as any softimage user out there, but hey! it's time to get over it and move
 forward... just saying.

 Best luck,
 Cesar


 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv
 wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it
 without have to go to any menu options, I find it frustrating to 
 constantly
 having to go to the move key tool or to free weights and unlock things,
 it's just the way I work, I'm sure it's good in many other ways. What I
 would like to find out is is there a way of having this behavior in maya 
 as
 default. I find that there is some consistency, real or perceived, in key
 moving behaviour, sometimes you can move stuff, sometimes you have to go 
 to
 the menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.







Re: Maya, sheesh!

2015-02-13 Thread Marco Peixoto
I think i explained why by default its like that, unless you are animating
thing with a keyframe here and there and have your animation be dictated by
the Curve Tension instead of having your animation be dictated by what
you really key, then yes unlocking the tangents is the best way to go, but
if you want full control then not really, of course this varies with
preferences, I prefer to have my overshoots keyed and relying on curves
with handles pulled, if I need to shift poses around my overshoots are
always like i made them and not what the curve interpolation managed to do.

Anyway unlocking the Curves its a simple click and  you can even do it on
Maya preferences:


Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not
Auto).

My explanation on why I break the handles its because on simple bouncing
objects its faster to break the Tangents and use it like that instead of
making 2 extra keys, but its the rare occasion I break them and if timming
adjusting is needed i will loose time trying to find the same tension
values again.

Its all workflow preferences, I use some scripts in Maya (that I only use
for Character Animation) and have colleagues that dont use a single script
and animate all day long with vanilla out of the shelf Maya.

On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com wrote:

 Not that I am using or will be in the near future (Autodesk product that
 is), but I'd rather have option to lock it if necessary rather than having
 to unlock it every time i need it. Knowing what you doing with handles is
 advisable if you animating, so I don't see the point of having them locked
 by default.


 Artur

 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:

 Maya Graph is a bit different (but not that much) than XSi one, we need
 to select the handles to move them opposed to Xsi where we just drag them,
 maybe you have the Handles locked (always same lenght), which is advisable,
 unless you know what you are doing and really want to mess with them. Why
 is it advisable, because when animating and having lots of keys when you
 change things and make a new Key between two other keys or shift keys
 around, the handle stays the same and the curve info is what you defined
 early, so its you in control of the curve, with free handles everything
 goes whacky if you insert new keys or shift frames.

 Usually the only times I unlock the Handles is if Im animating Bouncing
 Motions and I break the handles so i can make the contacts sharper.

 If you can or want, take a look at the How To Cheat in Maya book, the
 Graph section will tell you a lot of Maya Graph and you don't need extra
 Graph scripts that are a clutter mess IMO.



 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:

 What about select a handle and middle click dragging? (a quite common
 pattern in Maya)

 I don't want to be that guy, but this is not the right attitude to learn
 anything! I don't like Maya and I've been frustrated using it as much as
 any softimage user out there, but hey! it's time to get over it and move
 forward... just saying.

 Best luck,
 Cesar


 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv
 wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it
 without have to go to any menu options, I find it frustrating to constantly
 having to go to the move key tool or to free weights and unlock things,
 it's just the way I work, I'm sure it's good in many other ways. What I
 would like to find out is is there a way of having this behavior in maya as
 default. I find that there is some consistency, real or perceived, in key
 moving behaviour, sometimes you can move stuff, sometimes you have to go to
 the menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.






Re: Maya, sheesh!

2015-02-13 Thread Greg Punchatz
Amen Kris ! 

Sent from my iPhone

 On Feb 13, 2015, at 10:45 AM, Kris Rivel krisri...@gmail.com wrote:
 
 Ugh...I really hope Autodesk is taking notes on the pain we're enduring 
 switching over...I doubt it though. I'll die before I use Maya or Max as much 
 as Soft. Its so friggin stupid that we have to take a major step down in day 
 to day routine stuff and hunt for work-arounds, hacks, scripts, etc. just to 
 do something simple. I can tear through stuff in Soft with ease that I KNOW I 
 can't do in Maya or Max as quickly. When I'm in a hurry I'm connecting, 
 overriding, layering like a mad-mangetting sh!t done...and on time while 
 my Maya/Max brethren is taking their time trying to find the best plugin or 
 script to do what I did in 2 seconds. End rant.
 
 Kris
 
 On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.com wrote:
 I think i explained why by default its like that, unless you are animating 
 thing with a keyframe here and there and have your animation be dictated by 
 the Curve Tension instead of having your animation be dictated by what you 
 really key, then yes unlocking the tangents is the best way to go, but if 
 you want full control then not really, of course this varies with 
 preferences, I prefer to have my overshoots keyed and relying on curves with 
 handles pulled, if I need to shift poses around my overshoots are always 
 like i made them and not what the curve interpolation managed to do.
 
 Anyway unlocking the Curves its a simple click and  you can even do it on 
 Maya preferences:
 
 
 Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not 
 Auto).
 
 My explanation on why I break the handles its because on simple bouncing 
 objects its faster to break the Tangents and use it like that instead of 
 making 2 extra keys, but its the rare occasion I break them and if timming 
 adjusting is needed i will loose time trying to find the same tension 
 values again.
 
 Its all workflow preferences, I use some scripts in Maya (that I only use 
 for Character Animation) and have colleagues that dont use a single script 
 and animate all day long with vanilla out of the shelf Maya.
 
 On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com wrote:
 Not that I am using or will be in the near future (Autodesk product that 
 is), but I'd rather have option to lock it if necessary rather than having 
 to unlock it every time i need it. Knowing what you doing with handles is 
 advisable if you animating, so I don't see the point of having them locked 
 by default.
 
 
 Artur
 
 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com:
 Maya Graph is a bit different (but not that much) than XSi one, we need to 
 select the handles to move them opposed to Xsi where we just drag them, 
 maybe you have the Handles locked (always same lenght), which is 
 advisable, unless you know what you are doing and really want to mess with 
 them. Why is it advisable, because when animating and having lots of keys 
 when you change things and make a new Key between two other keys or shift 
 keys around, the handle stays the same and the curve info is what you 
 defined early, so its you in control of the curve, with free handles 
 everything goes whacky if you insert new keys or shift frames.
 
 Usually the only times I unlock the Handles is if Im animating Bouncing 
 Motions and I break the handles so i can make the contacts sharper.
 
 If you can or want, take a look at the How To Cheat in Maya book, the 
 Graph section will tell you a lot of Maya Graph and you don't need extra 
 Graph scripts that are a clutter mess IMO.
 
 
 
 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.com wrote:
 What about select a handle and middle click dragging? (a quite common 
 pattern in Maya)
 
 I don't want to be that guy, but this is not the right attitude to learn 
 anything! I don't like Maya and I've been frustrated using it as much as 
 any softimage user out there, but hey! it's time to get over it and move 
 forward... just saying.
 
 Best luck,
 Cesar
 
 
 On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv 
 wrote:
 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it 
 without have to go to any menu options, I find it frustrating to 
 constantly having to go to the move key tool or to free weights and 
 unlock things, it's just the way I work, I'm sure it's good in many 
 other ways. What I would like to find out is is there a way of having 
 this behavior in maya as default. I find that there is some consistency, 
 real or perceived, in key moving behaviour, sometimes you can move 
 stuff, sometimes you have to go to the menus.
 I am only a few days into Maya, so I feel like I'm floundering around, 
 which isnt fun.
 


Re: Maya, sheesh!

2015-02-13 Thread David Gallagher
I'm still using Softimage every day and exporting my work to Maya. It's 
more pleasant than beating my head against the wall in Maya.


Dave G

On 2/13/2015 9:58 AM, Greg Punchatz wrote:

Amen Kris !

Sent from my iPhone

On Feb 13, 2015, at 10:45 AM, Kris Rivel krisri...@gmail.com 
mailto:krisri...@gmail.com wrote:


Ugh...I really hope Autodesk is taking notes on the pain we're 
enduring switching over...I doubt it though. I'll die before I use 
Maya or Max as much as Soft. Its so friggin stupid that we have to 
take a major step down in day to day routine stuff and hunt for 
work-arounds, hacks, scripts, etc. just to do something simple. I can 
tear through stuff in Soft with ease that I KNOW I can't do in Maya 
or Max as quickly. When I'm in a hurry I'm connecting, overriding, 
layering like a mad-mangetting sh!t done...and on time while my 
Maya/Max brethren is taking their time trying to find the best 
plugin or script to do what I did in 2 seconds. End rant.


Kris

On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.com 
mailto:mpe...@gmail.com wrote:


I think i explained why by default its like that, unless you are
animating thing with a keyframe here and there and have your
animation be dictated by the Curve Tension instead of having
your animation be dictated by what you really key, then yes
unlocking the tangents is the best way to go, but if you want
full control then not really, of course this varies with
preferences, I prefer to have my overshoots keyed and relying on
curves with handles pulled, if I need to shift poses around my
overshoots are always like i made them and not what the curve
interpolation managed to do.

Anyway unlocking the Curves its a simple click and  you can even
do it on Maya preferences:


Preferences---Animation---Uncheck the Weighted Tangents (and use
Spline not Auto).

My explanation on why I break the handles its because on simple
bouncing objects its faster to break the Tangents and use it like
that instead of making 2 extra keys, but its the rare occasion I
break them and if timming adjusting is needed i will loose time
trying to find the same tension values again.

Its all workflow preferences, I use some scripts in Maya (that I
only use for Character Animation) and have colleagues that dont
use a single script and animate all day long with vanilla out of
the shelf Maya.

On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak
artur.w...@gmail.com mailto:artur.w...@gmail.com wrote:

Not that I am using or will be in the near future (Autodesk
product that is), but I'd rather have option to lock it if
necessary rather than having to unlock it every time i need
it. Knowing what you doing with handles is advisable if you
animating, so I don't see the point of having them locked by
default.


Artur

2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.com
mailto:mpe...@gmail.com:

Maya Graph is a bit different (but not that much) than
XSi one, we need to select the handles to move them
opposed to Xsi where we just drag them, maybe you have
the Handles locked (always same lenght), which is
advisable, unless you know what you are doing and really
want to mess with them. Why is it advisable, because when
animating and having lots of keys when you change things
and make a new Key between two other keys or shift keys
around, the handle stays the same and the curve info is
what you defined early, so its you in control of the
curve, with free handles everything goes whacky if you
insert new keys or shift frames.

Usually the only times I unlock the Handles is if Im
animating Bouncing Motions and I break the handles so i
can make the contacts sharper.

If you can or want, take a look at the How To Cheat in
Maya book, the Graph section will tell you a lot of Maya
Graph and you don't need extra Graph scripts that are a
clutter mess IMO.



On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez
cesa...@gmail.com mailto:cesa...@gmail.com wrote:

What about select a handle and middle click dragging?
(a quite common pattern in Maya)

I don't want to be that guy, but this is not the
right attitude to learn anything! I don't like Maya
and I've been frustrated using it as much as any
softimage user out there, but hey! it's time to get
over it and move forward... just saying.

Best luck,
Cesar


On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd
laure...@porkpie.tv mailto:laure...@porkpie.tv wrote:


RE: Maya, sheesh!

2015-02-13 Thread Sofronis Efstathiou
Hahahaha David... I know your pain. But the Animschool sessions are going 
well.. Maybe you should sign up ;o)

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: David Gallagher [davegsoftimagel...@gmail.com]
Received: Friday, 13 Feb 2015, 17:09
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: Maya, sheesh!

I'm still using Softimage every day and exporting my work to Maya. It's more 
pleasant than beating my head against the wall in Maya.

Dave G

On 2/13/2015 9:58 AM, Greg Punchatz wrote:
Amen Kris !

Sent from my iPhone

On Feb 13, 2015, at 10:45 AM, Kris Rivel 
krisri...@gmail.commailto:krisri...@gmail.com wrote:

Ugh...I really hope Autodesk is taking notes on the pain we're enduring 
switching over...I doubt it though. I'll die before I use Maya or Max as much 
as Soft. Its so friggin stupid that we have to take a major step down in day to 
day routine stuff and hunt for work-arounds, hacks, scripts, etc. just to do 
something simple. I can tear through stuff in Soft with ease that I KNOW I 
can't do in Maya or Max as quickly. When I'm in a hurry I'm connecting, 
overriding, layering like a mad-mangetting sh!t done...and on time while my 
Maya/Max brethren is taking their time trying to find the best plugin or 
script to do what I did in 2 seconds. End rant.

Kris

On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto 
mpe...@gmail.commailto:mpe...@gmail.com wrote:
I think i explained why by default its like that, unless you are animating 
thing with a keyframe here and there and have your animation be dictated by the 
Curve Tension instead of having your animation be dictated by what you really 
key, then yes unlocking the tangents is the best way to go, but if you want 
full control then not really, of course this varies with preferences, I prefer 
to have my overshoots keyed and relying on curves with handles pulled, if I 
need to shift poses around my overshoots are always like i made them and not 
what the curve interpolation managed to do.

Anyway unlocking the Curves its a simple click and  you can even do it on Maya 
preferences:


Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not 
Auto).

My explanation on why I break the handles its because on simple bouncing 
objects its faster to break the Tangents and use it like that instead of making 
2 extra keys, but its the rare occasion I break them and if timming adjusting 
is needed i will loose time trying to find the same tension values again.

Its all workflow preferences, I use some scripts in Maya (that I only use for 
Character Animation) and have colleagues that dont use a single script and 
animate all day long with vanilla out of the shelf Maya.

On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak 
artur.w...@gmail.commailto:artur.w...@gmail.com wrote:
Not that I am using or will be in the near future (Autodesk product that is), 
but I'd rather have option to lock it if necessary rather than having to unlock 
it every time i need it. Knowing what you doing with handles is advisable if 
you animating, so I don't see the point of having them locked by default.


Artur

2015-02-13 12:11 GMT+01:00 Marco Peixoto 
mpe...@gmail.commailto:mpe...@gmail.com:
Maya Graph is a bit different (but not that much) than XSi one, we need to 
select the handles to move them opposed to Xsi where we just drag them, maybe 
you have the Handles locked (always same lenght), which is advisable, unless 
you know what you are doing and really want to mess with them. Why is it 
advisable, because when animating and having lots of keys when you change 
things and make a new Key between two other keys or shift keys around, the 
handle stays the same and the curve info is what you defined early, so its you 
in control of the curve, with free handles everything goes whacky if you insert 
new keys or shift frames.

Usually the only times I unlock the Handles is if Im animating Bouncing Motions 
and I break the handles so i can make the contacts sharper.

If you can or want, take a look at the How To Cheat in Maya book, the Graph 
section will tell you a lot of Maya Graph and you don't need extra Graph 
scripts that are a clutter mess IMO.



On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez 
cesa...@gmail.commailto:cesa...@gmail.com wrote:
What about select a handle and middle click dragging? (a quite common pattern 
in Maya)

I don't want to be that guy, but this is not the right attitude to learn 
anything! I don't like Maya and I've been frustrated using it as much as any 
softimage user out there, but hey! it's time to get over it and move

Re: Maya, sheesh!

2015-02-13 Thread Mirko Jankovic
and still strogn as always...

with maya you work-around, with softimage you work!

On Fri, Feb 13, 2015 at 7:25 PM, Sofronis Efstathiou 
sefstath...@bournemouth.ac.uk wrote:

 Hahahaha David... I know your pain. But the Animschool sessions are going
 well.. Maybe you should sign up ;o)

 Sofronis Efstathiou

 Postgraduate Framework Leader and BFX Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation

 Email: sefstath...@bournemouth.ac.uk

 Tel: +44 (0) 1202 965805

 Profile: http://uk.linkedin.com/in/sofronisefstathiou

 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation




 -Original Message-
 From: David Gallagher [davegsoftimagel...@gmail.com]
 Received: Friday, 13 Feb 2015, 17:09
 To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
 Subject: Re: Maya, sheesh!

 I'm still using Softimage every day and exporting my work to Maya. It's
 more pleasant than beating my head against the wall in Maya.

 Dave G

 On 2/13/2015 9:58 AM, Greg Punchatz wrote:
 Amen Kris !

 Sent from my iPhone

 On Feb 13, 2015, at 10:45 AM, Kris Rivel krisri...@gmail.commailto:
 krisri...@gmail.com wrote:

 Ugh...I really hope Autodesk is taking notes on the pain we're enduring
 switching over...I doubt it though. I'll die before I use Maya or Max as
 much as Soft. Its so friggin stupid that we have to take a major step down
 in day to day routine stuff and hunt for work-arounds, hacks, scripts, etc.
 just to do something simple. I can tear through stuff in Soft with ease
 that I KNOW I can't do in Maya or Max as quickly. When I'm in a hurry I'm
 connecting, overriding, layering like a mad-mangetting sh!t done...and
 on time while my Maya/Max brethren is taking their time trying to find the
 best plugin or script to do what I did in 2 seconds. End rant.

 Kris

 On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto mpe...@gmail.commailto:
 mpe...@gmail.com wrote:
 I think i explained why by default its like that, unless you are animating
 thing with a keyframe here and there and have your animation be dictated by
 the Curve Tension instead of having your animation be dictated by what
 you really key, then yes unlocking the tangents is the best way to go, but
 if you want full control then not really, of course this varies with
 preferences, I prefer to have my overshoots keyed and relying on curves
 with handles pulled, if I need to shift poses around my overshoots are
 always like i made them and not what the curve interpolation managed to do.

 Anyway unlocking the Curves its a simple click and  you can even do it on
 Maya preferences:


 Preferences---Animation---Uncheck the Weighted Tangents (and use Spline
 not Auto).

 My explanation on why I break the handles its because on simple bouncing
 objects its faster to break the Tangents and use it like that instead of
 making 2 extra keys, but its the rare occasion I break them and if timming
 adjusting is needed i will loose time trying to find the same tension
 values again.

 Its all workflow preferences, I use some scripts in Maya (that I only use
 for Character Animation) and have colleagues that dont use a single script
 and animate all day long with vanilla out of the shelf Maya.

 On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak artur.w...@gmail.com
 mailto:artur.w...@gmail.com wrote:
 Not that I am using or will be in the near future (Autodesk product that
 is), but I'd rather have option to lock it if necessary rather than having
 to unlock it every time i need it. Knowing what you doing with handles is
 advisable if you animating, so I don't see the point of having them locked
 by default.


 Artur

 2015-02-13 12:11 GMT+01:00 Marco Peixoto mpe...@gmail.commailto:
 mpe...@gmail.com:
 Maya Graph is a bit different (but not that much) than XSi one, we need to
 select the handles to move them opposed to Xsi where we just drag them,
 maybe you have the Handles locked (always same lenght), which is advisable,
 unless you know what you are doing and really want to mess with them. Why
 is it advisable, because when animating and having lots of keys when you
 change things and make a new Key between two other keys or shift keys
 around, the handle stays the same and the curve info is what you defined
 early, so its you in control of the curve, with free handles everything
 goes whacky if you insert new keys or shift frames.

 Usually the only times I unlock the Handles is if Im animating Bouncing
 Motions and I break the handles so i can make the contacts sharper.

 If you can or want, take a look at the How To Cheat in Maya book, the
 Graph section will tell you a lot of Maya Graph and you don't need extra
 Graph scripts that are a clutter mess IMO.



 On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez cesa...@gmail.commailto:
 cesa...@gmail.com wrote:
 What about select a handle and middle click dragging? (a quite common
 pattern in Maya

Re: Maya, sheesh!

2015-02-13 Thread David Gallagher


Ha! I really should.

Hope to see you in General Reviews again Sofronis!

On 2/13/2015 11:25 AM, Sofronis Efstathiou wrote:

Hahahaha David... I know your pain. But the Animschool sessions are going 
well.. Maybe you should sign up ;o)

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: David Gallagher [davegsoftimagel...@gmail.com]
Received: Friday, 13 Feb 2015, 17:09
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: Maya, sheesh!

I'm still using Softimage every day and exporting my work to Maya. It's more 
pleasant than beating my head against the wall in Maya.

Dave G

On 2/13/2015 9:58 AM, Greg Punchatz wrote:
Amen Kris !

Sent from my iPhone

On Feb 13, 2015, at 10:45 AM, Kris Rivel 
krisri...@gmail.commailto:krisri...@gmail.com wrote:

Ugh...I really hope Autodesk is taking notes on the pain we're enduring switching 
over...I doubt it though. I'll die before I use Maya or Max as much as Soft. Its so 
friggin stupid that we have to take a major step down in day to day routine stuff and 
hunt for work-arounds, hacks, scripts, etc. just to do something simple. I can tear 
through stuff in Soft with ease that I KNOW I can't do in Maya or Max as quickly. When 
I'm in a hurry I'm connecting, overriding, layering like a mad-mangetting sh!t 
done...and on time while my Maya/Max brethren is taking their time trying to find the 
best plugin or script to do what I did in 2 seconds. End rant.

Kris

On Fri, Feb 13, 2015 at 10:31 AM, Marco Peixoto 
mpe...@gmail.commailto:mpe...@gmail.com wrote:
I think i explained why by default its like that, unless you are animating thing with a 
keyframe here and there and have your animation be dictated by the Curve 
Tension instead of having your animation be dictated by what you really key, 
then yes unlocking the tangents is the best way to go, but if you want full control then 
not really, of course this varies with preferences, I prefer to have my overshoots keyed 
and relying on curves with handles pulled, if I need to shift poses around my overshoots 
are always like i made them and not what the curve interpolation managed to do.

Anyway unlocking the Curves its a simple click and  you can even do it on Maya 
preferences:


Preferences---Animation---Uncheck the Weighted Tangents (and use Spline not 
Auto).

My explanation on why I break the handles its because on simple bouncing objects its 
faster to break the Tangents and use it like that instead of making 2 extra keys, but its 
the rare occasion I break them and if timming adjusting is needed i will loose time 
trying to find the same tension values again.

Its all workflow preferences, I use some scripts in Maya (that I only use for 
Character Animation) and have colleagues that dont use a single script and 
animate all day long with vanilla out of the shelf Maya.

On Fri, Feb 13, 2015 at 1:23 PM, Artur Woźniak 
artur.w...@gmail.commailto:artur.w...@gmail.com wrote:
Not that I am using or will be in the near future (Autodesk product that is), 
but I'd rather have option to lock it if necessary rather than having to unlock 
it every time i need it. Knowing what you doing with handles is advisable if 
you animating, so I don't see the point of having them locked by default.


Artur

2015-02-13 12:11 GMT+01:00 Marco Peixoto 
mpe...@gmail.commailto:mpe...@gmail.com:
Maya Graph is a bit different (but not that much) than XSi one, we need to 
select the handles to move them opposed to Xsi where we just drag them, maybe 
you have the Handles locked (always same lenght), which is advisable, unless 
you know what you are doing and really want to mess with them. Why is it 
advisable, because when animating and having lots of keys when you change 
things and make a new Key between two other keys or shift keys around, the 
handle stays the same and the curve info is what you defined early, so its you 
in control of the curve, with free handles everything goes whacky if you insert 
new keys or shift frames.

Usually the only times I unlock the Handles is if Im animating Bouncing Motions 
and I break the handles so i can make the contacts sharper.

If you can or want, take a look at the How To Cheat in Maya book, the Graph 
section will tell you a lot of Maya Graph and you don't need extra Graph 
scripts that are a clutter mess IMO.



On Thu, Feb 12, 2015 at 11:08 AM, Cesar Saez 
cesa...@gmail.commailto:cesa...@gmail.com wrote:
What about select a handle and middle click dragging? (a quite common pattern 
in Maya)

I don't want to be that guy, but this is not the right attitude to learn 
anything! I don't like

Re: Maya, sheesh!

2015-02-12 Thread Laurence Dodd
Your right, I should be more specific.
When I'm in Soft, I can grab a key or tangent and move or pull it without
have to go to any menu options, I find it frustrating to constantly having
to go to the move key tool or to free weights and unlock things, it's just
the way I work, I'm sure it's good in many other ways. What I would like to
find out is is there a way of having this behavior in maya as default. I
find that there is some consistency, real or perceived, in key moving
behaviour, sometimes you can move stuff, sometimes you have to go to the
menus.
I am only a few days into Maya, so I feel like I'm floundering around,
which isnt fun.



On 11 February 2015 at 22:48, Luc-Eric Rousseau luceri...@gmail.com wrote:

 There's not a lot of meat in your original question.  There are tons
 of modes, user preferences, tools and hotkeys in XSI, three different
 ways to do things, probably everyone uses it differently.  Can you be
 more precise and compare specifically what you do in XSI vs Maya and
 people can answer specifically that. I think these plugins links are
 shots in the dark.

 On Wed, Feb 11, 2015 at 2:15 AM, Laurence Dodd laure...@porkpie.tv
 wrote:
  Thank for these, I'll take a look.
  I suppose I just have to get out of assuming that basic functionality
 will
  be in the program, and start looking for scripts and plugins before I
 look
  for a way maya should be able to do something out of the box.
 
 




-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


Re: Maya, sheesh!

2015-02-12 Thread Cesar Saez
What about select a handle and middle click dragging? (a quite common
pattern in Maya)

I don't want to be that guy, but this is not the right attitude to learn
anything! I don't like Maya and I've been frustrated using it as much as
any softimage user out there, but hey! it's time to get over it and move
forward... just saying.

Best luck,
Cesar


On Thu, Feb 12, 2015 at 9:25 PM, Laurence Dodd laure...@porkpie.tv wrote:

 Your right, I should be more specific.
 When I'm in Soft, I can grab a key or tangent and move or pull it without
 have to go to any menu options, I find it frustrating to constantly having
 to go to the move key tool or to free weights and unlock things, it's just
 the way I work, I'm sure it's good in many other ways. What I would like to
 find out is is there a way of having this behavior in maya as default. I
 find that there is some consistency, real or perceived, in key moving
 behaviour, sometimes you can move stuff, sometimes you have to go to the
 menus.
 I am only a few days into Maya, so I feel like I'm floundering around,
 which isnt fun.




Re: Maya, sheesh!

2015-02-11 Thread Jason S
Plugins aside, the process of actual animation is where I heard the 
least amount of complaining from XSI users concerning Maya.


But it seems to be mostly setting (or fixing) custom stuff up (or making 
setups work) that's not quite the same experience.


Which you can always figure out something to get to whatever your aiming 
for, without necessarily being so much of a Tehnichian in XSI, just by 
following feeling. (or intuition)


And I dont think technicians should need to be a major, or even an 
equal part in a pipeline, because they somewhat more rare doing things 
more technically difficult,

or to require artists to be almost equal parts 'technicians' themselves.

But XSI's 'friendlyness' also very much appeals to the techiest of 
techs, having been described as like out of a 'TD's' wet dream xD




On 02/10/15 17:54, Sofronis Efstathiou wrote:

Maya f-curves editor out the box is pretty painful. I know a few Softimage 
animators who have had to use Maya have recommended the Redux plugin...

http://vimeo.com/33163670

Hope it helps

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: Eugene Flormata [eug...@flormata.com]
Received: Tuesday, 10 Feb 2015, 22:39
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: Maya, sheesh!

I agree with the fcurve editor behaving like garbage. even after effects' curve 
editor is more predictable than maya's most of the time.

but I did stumble upon this nifty tool mgtools, which while very convoluted, 
seems like a very fast animation process.

https://www.youtube.com/watch?v=y8vmItRyjUI
found this a few days ago, and it looks really cool way to animate.

https://www.youtube.com/watch?v=_f8HWoxoX0s another video demoing the toolset
the anim recorded tool looks really good at 11 mins in


and the tool itself
https://www.youtube.com/watch?v=AzultIay4Ag
I really like the pathtracker at around 8:00mins in

still probably a pain the ass to set up any of the rigs on the characters 
before you even get to this animation step though.


On Tue, Feb 10, 2015 at 2:03 PM, Fabian Schnuer Gohde 
list@gohde.nomailto:list@gohde.no wrote:
Hehe, sorry to laugh a little, 13-14 years ago, wanting to move on from max r2 
I did a first bouncing ball tut in Maya and afterwards thought, there must be 
an easier way to do this, and Raff ended up convincing me to try XSI. Just give 
them a few more years, can't be long now ;-)

-Fabian

On 10 February 2015 at 22:42, Laurence Dodd 
laure...@porkpie.tvmailto:laure...@porkpie.tv wrote:
Hi all,
I'm trying to do the Maya thing.
Is there some way to get it's graph editor to behave more like Soft's, 
specifically can I edit keys and their tangents without going through twenty 
hoops to let me simply adjust stuff. If I had any hair I would be tearing it 
out, instead I'll just die a little inside every time I have to go to key 
transform tool or click on multiple things to pull on a tangent.

Sorry rant over


--

Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tvmailto:laure...@porkpie.tv
W: www.porkpie.tvhttp://www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer 
charter. Information about the accessibility of University buildings can be 
found on the BU DisabledGo webpages This email is intended only for the person 
to whom it is addressed and may contain confidential information. If you have 
received this email in error, please notify the sender and delete this email, 
which must not be copied, distributed or disclosed to any other person. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of Bournemouth University or its subsidiary 
companies. Nor can any contract be formed on behalf of the University or its 
subsidiary companies via email.





Re: Maya, sheesh!

2015-02-11 Thread Raffaele Fragapane
That is only an issue for compiled stuff, anything where the actual plugin
is Python/MEL (which includes those where Python fronts the plugin and the
use of compiled libraries that don't link to the API libs is through Python
bindings) will always go across versions fine unless the SDK itself had
compatibility breaking changes between releases, and that's exceedingly
rare, even deprecated stuff tends to stay around for years).

On Thu, Feb 12, 2015 at 12:26 AM, Mario Reitbauer cont...@marioreitbauer.at
 wrote:

 The problem with all those tools is that as soon as maya 2016 is out they
 are not compatible anymore. And in case someone stops the development of a
 plugin you start from scratch.

 2015-02-11 11:29 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Attempts don’t equal results.
 Welcome to hell... enjoy your stay.


 On 11/02/2015 10:11, Sebastien Sterling wrote:

  Is this really, yet another thing to lookout for ? i thought some
 attempts where made to harmonize curves across the board.

  a few versions back they added normalize curves in Y.

 On 11 February 2015 at 07:15, Laurence Dodd laure...@porkpie.tv wrote:

 Thank for these, I'll take a look.
 I suppose I just have to get out of assuming that basic functionality
 will be in the program, and start looking for scripts and plugins before I
 look for a way maya should be able to do something out of the box.

 On 10 February 2015 at 21:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

  Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382




  --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382







-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Maya, sheesh!

2015-02-11 Thread Luc-Eric Rousseau
There's not a lot of meat in your original question.  There are tons
of modes, user preferences, tools and hotkeys in XSI, three different
ways to do things, probably everyone uses it differently.  Can you be
more precise and compare specifically what you do in XSI vs Maya and
people can answer specifically that. I think these plugins links are
shots in the dark.

On Wed, Feb 11, 2015 at 2:15 AM, Laurence Dodd laure...@porkpie.tv wrote:
 Thank for these, I'll take a look.
 I suppose I just have to get out of assuming that basic functionality will
 be in the program, and start looking for scripts and plugins before I look
 for a way maya should be able to do something out of the box.




Re: Maya, sheesh!

2015-02-11 Thread Gerbrand Nel

Attempts don’t equal results.
Welcome to hell... enjoy your stay.

On 11/02/2015 10:11, Sebastien Sterling wrote:
Is this really, yet another thing to lookout for ? i thought some 
attempts where made to harmonize curves across the board.


a few versions back they added normalize curves in Y.

On 11 February 2015 at 07:15, Laurence Dodd laure...@porkpie.tv 
mailto:laure...@porkpie.tv wrote:


Thank for these, I'll take a look.
I suppose I just have to get out of assuming that basic
functionality will be in the program, and start looking for
scripts and plugins before I look for a way maya should be able to
do something out of the box.

On 10 February 2015 at 21:42, Laurence Dodd laure...@porkpie.tv
mailto:laure...@porkpie.tv wrote:

Hi all,
I'm trying to do the Maya thing.
Is there some way to get it's graph editor to behave more like
Soft's, specifically can I edit keys and their tangents
without going through twenty hoops to let me simply adjust
stuff. If I had any hair I would be tearing it out, instead
I'll just die a little inside every time I have to go to key
transform tool or click on multiple things to pull on a tangent.

Sorry rant over


-- 


Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tv mailto:laure...@porkpie.tv
W: www.porkpie.tv http://www.porkpie.tv
M: 07570 702 576
T: 01273 278 382




-- 


Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tv mailto:laure...@porkpie.tv
W: www.porkpie.tv http://www.porkpie.tv
M: 07570 702 576
T: 01273 278 382






Re: Maya, sheesh!

2015-02-11 Thread Sebastien Sterling
Is this really, yet another thing to lookout for ? i thought some attempts
where made to harmonize curves across the board.

a few versions back they added normalize curves in Y.

On 11 February 2015 at 07:15, Laurence Dodd laure...@porkpie.tv wrote:

 Thank for these, I'll take a look.
 I suppose I just have to get out of assuming that basic functionality will
 be in the program, and start looking for scripts and plugins before I look
 for a way maya should be able to do something out of the box.

 On 10 February 2015 at 21:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

 Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382




 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382



Re: Maya, sheesh!

2015-02-11 Thread Mario Reitbauer
The problem with all those tools is that as soon as maya 2016 is out they
are not compatible anymore. And in case someone stops the development of a
plugin you start from scratch.

2015-02-11 11:29 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Attempts don’t equal results.
 Welcome to hell... enjoy your stay.


 On 11/02/2015 10:11, Sebastien Sterling wrote:

  Is this really, yet another thing to lookout for ? i thought some
 attempts where made to harmonize curves across the board.

  a few versions back they added normalize curves in Y.

 On 11 February 2015 at 07:15, Laurence Dodd laure...@porkpie.tv wrote:

 Thank for these, I'll take a look.
 I suppose I just have to get out of assuming that basic functionality
 will be in the program, and start looking for scripts and plugins before I
 look for a way maya should be able to do something out of the box.

 On 10 February 2015 at 21:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

  Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382




  --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382






Maya, sheesh!

2015-02-10 Thread Laurence Dodd
Hi all,
I'm trying to do the Maya thing.
Is there some way to get it's graph editor to behave more like Soft's,
specifically can I edit keys and their tangents without going through
twenty hoops to let me simply adjust stuff. If I had any hair I would be
tearing it out, instead I'll just die a little inside every time I have to
go to key transform tool or click on multiple things to pull on a tangent.

Sorry rant over


-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


Re: Maya, sheesh!

2015-02-10 Thread Laurence Dodd
Thank for these, I'll take a look.
I suppose I just have to get out of assuming that basic functionality will
be in the program, and start looking for scripts and plugins before I look
for a way maya should be able to do something out of the box.

On 10 February 2015 at 21:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

 Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382




-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


Re: Maya, sheesh!

2015-02-10 Thread Fabian Schnuer Gohde
Hehe, sorry to laugh a little, 13-14 years ago, wanting to move on from max
r2 I did a first bouncing ball tut in Maya and afterwards thought, there
must be an easier way to do this, and Raff ended up convincing me to try
XSI. Just give them a few more years, can't be long now ;-)

-Fabian

On 10 February 2015 at 22:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

 Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382



Re: Maya, sheesh!

2015-02-10 Thread john clausing
lawrence,
found some solutions
first, you want weighted tangentsso you can do that in the GUI, in the menu 
or, rt clicking
also (and better) in prefs, you can go to animation, and set it to default to 
weighted tangents
close to what you're after 

 On Tuesday, February 10, 2015 4:42 PM, Laurence Dodd laure...@porkpie.tv 
wrote:
   

 Hi all,I'm trying to do the Maya thing.Is there some way to get it's graph 
editor to behave more like Soft's, specifically can I edit keys and their 
tangents without going through twenty hoops to let me simply adjust stuff. If I 
had any hair I would be tearing it out, instead I'll just die a little inside 
every time I have to go to key transform tool or click on multiple things to 
pull on a tangent. 
Sorry rant over
 
-- 
Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


   

Re: Maya, sheesh!

2015-02-10 Thread john clausing
its really the worst..i can't find a way to easily tug on one handle and 
lengthen it...or adjust it numerically as you can in the animation editor.
the nearest i can come to helping is to use some combination of both 
non-weighted tangents and free tangent weights 

 On Tuesday, February 10, 2015 4:43 PM, Laurence Dodd laure...@porkpie.tv 
wrote:
   

 Hi all,I'm trying to do the Maya thing.Is there some way to get it's graph 
editor to behave more like Soft's, specifically can I edit keys and their 
tangents without going through twenty hoops to let me simply adjust stuff. If I 
had any hair I would be tearing it out, instead I'll just die a little inside 
every time I have to go to key transform tool or click on multiple things to 
pull on a tangent. 
Sorry rant over
 
-- 
Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


   

Re: Maya, sheesh!

2015-02-10 Thread Eugene Flormata
I agree with the fcurve editor behaving like garbage. even after effects'
curve editor is more predictable than maya's most of the time.

but I did stumble upon this nifty tool mgtools, which while very
convoluted, seems like a very fast animation process.

https://www.youtube.com/watch?v=y8vmItRyjUI
found this a few days ago, and it looks really cool way to animate.

https://www.youtube.com/watch?v=_f8HWoxoX0s another video demoing the
toolset
the anim recorded tool looks really good at 11 mins in


and the tool itself
https://www.youtube.com/watch?v=AzultIay4Ag
I really like the pathtracker at around 8:00mins in

still probably a pain the ass to set up any of the rigs on the characters
before you even get to this animation step though.


On Tue, Feb 10, 2015 at 2:03 PM, Fabian Schnuer Gohde list@gohde.no
wrote:

 Hehe, sorry to laugh a little, 13-14 years ago, wanting to move on from
 max r2 I did a first bouncing ball tut in Maya and afterwards thought,
 there must be an easier way to do this, and Raff ended up convincing me to
 try XSI. Just give them a few more years, can't be long now ;-)

 -Fabian

 On 10 February 2015 at 22:42, Laurence Dodd laure...@porkpie.tv wrote:

 Hi all,
 I'm trying to do the Maya thing.
 Is there some way to get it's graph editor to behave more like Soft's,
 specifically can I edit keys and their tangents without going through
 twenty hoops to let me simply adjust stuff. If I had any hair I would be
 tearing it out, instead I'll just die a little inside every time I have to
 go to key transform tool or click on multiple things to pull on a tangent.

 Sorry rant over


 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382





RE: Maya, sheesh!

2015-02-10 Thread Sofronis Efstathiou
Maya f-curves editor out the box is pretty painful. I know a few Softimage 
animators who have had to use Maya have recommended the Redux plugin...

http://vimeo.com/33163670

Hope it helps

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: Eugene Flormata [eug...@flormata.com]
Received: Tuesday, 10 Feb 2015, 22:39
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: Maya, sheesh!

I agree with the fcurve editor behaving like garbage. even after effects' curve 
editor is more predictable than maya's most of the time.

but I did stumble upon this nifty tool mgtools, which while very convoluted, 
seems like a very fast animation process.

https://www.youtube.com/watch?v=y8vmItRyjUI
found this a few days ago, and it looks really cool way to animate.

https://www.youtube.com/watch?v=_f8HWoxoX0s another video demoing the toolset
the anim recorded tool looks really good at 11 mins in


and the tool itself
https://www.youtube.com/watch?v=AzultIay4Ag
I really like the pathtracker at around 8:00mins in

still probably a pain the ass to set up any of the rigs on the characters 
before you even get to this animation step though.


On Tue, Feb 10, 2015 at 2:03 PM, Fabian Schnuer Gohde 
list@gohde.nomailto:list@gohde.no wrote:
Hehe, sorry to laugh a little, 13-14 years ago, wanting to move on from max r2 
I did a first bouncing ball tut in Maya and afterwards thought, there must be 
an easier way to do this, and Raff ended up convincing me to try XSI. Just give 
them a few more years, can't be long now ;-)

-Fabian

On 10 February 2015 at 22:42, Laurence Dodd 
laure...@porkpie.tvmailto:laure...@porkpie.tv wrote:
Hi all,
I'm trying to do the Maya thing.
Is there some way to get it's graph editor to behave more like Soft's, 
specifically can I edit keys and their tangents without going through twenty 
hoops to let me simply adjust stuff. If I had any hair I would be tearing it 
out, instead I'll just die a little inside every time I have to go to key 
transform tool or click on multiple things to pull on a tangent.

Sorry rant over


--

Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tvmailto:laure...@porkpie.tv
W: www.porkpie.tvhttp://www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


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