Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Hi Yang-hai
In my opinion as a generalist with longer experience in Softimage (7
years) than
I have with Maya (3 years) to me fundamentally is the fact Softimage has a
real non-linear workflow.
Taking character rigging for example allows changes to the topology,
shapes, uvs,  after the character has been enveloped without breaking
anything (some of these changes can be done literally in seconds) while for
what I understand of Maya (I'm not really a rigger though), the riggers
have to rebuild the rig (or parts of it) again relying on scripting if they
can script.

Now I truly hope Autodesk is really considering improving Maya in this area
if they are seriously thinking Softimage users will jump to Maya after 2016.
In my case Ill stick with Softimage until something else better in this
area comes along (be it Maya or any other DCC)





On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com
 wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user, as
 a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
 is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
 workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to not
 ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
 than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
 Autodesk, I honestly think you have some very strong points here and please
 rest assured that we are listening. I will be discussing these points in
 detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
 will be an area of focus for Maya over the up-coming releases. The
 out-of-the-box workflows and the artist friendly mentality that Softimage
 has, are definitely areas that Maya would benefit from. We do want to bring
 some of these workflows into Maya. We simply need to make sure we properly
 understand, design and implement them, that is... in a meaningful/useful
 manner... basically respecting the workflows. This will be part of our
 thought process and plans for Maya moving forward. This is why this
 feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
 to respectfully take the time to listen, understand and compile that
 feedback. I will follow-up to this thread in a more detailed manner, but
 please do expect the detailed feedback to take some time, as I want to be
 confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
 feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com, davegsoftimagel...@gmail.commailto:
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:
 davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
 to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
 original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted article
 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

 comparing SI / Maya rigging  (concerning rigging workflow -alone-)

 weighing pro  cons, while overweighing pros, underweighing cons,

 overlooking a bunch of things (most of which outlined below)

 identifying things like the ability to use locators as rig components as
 a con



 and ending with ;

 The time that Maya saves with its rigging technology

RE: How long will it take (?)

2014-03-21 Thread Morten Bartholdy
Yang, let me chime in here. I too appreciate you being present and asking
these questions here. It goes to show that the Maya Humanize project might
actually lead somewhere, and very importantly, that a significant change in
Autodesk policy on user/dev interaction has taken place just recently.

One thing that has me worried is the willingness of Autodesk to try and
educate the 50x more Maya users and move them to adopt a more userfriendly
interface like we know it from Soft. I believe you see the value of
incorporating the good parts of Softimage in Maya, but as it might alienate
a large portion of existing Maya users, I could fear you will not dare go
all the way and make Maya as userfriendly as we would prefer.

Can you, or perhaps Maurice elaborate on your thoughts in this respect?
This is a very important point for me, and I suspect, most Softimage users.

God it seems silly to even discuss the need for a userfriendly yet powerful
interface here in 2014...


Morten




Den 20. marts 2014 kl. 20:40 skrev Yang-hai Eakes
yang-hai.ea...@autodesk.com:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
the main reason.
 What I'm really trying to understand is what you want/need as a user,
as a workflow from Softimage, and that's why I found this thread so
helpful.
 Yes, we have internal people that are helping us understand and will be
helping implement some of these feature/workflows, but we also want to make
sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to
not ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes
yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
Autodesk, I honestly think you have some very strong points here and please
rest assured that we are listening. I will be discussing these points in
detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
will be an area of focus for Maya over the up-coming releases. The
out-of-the-box workflows and the artist friendly mentality that Softimage
has, are definitely areas that Maya would benefit from. We do want to bring
some of these workflows into Maya. We simply need to make sure we properly
understand, design and implement them, that is... in a meaningful/useful
manner... basically respecting the workflows. This will be part of our
thought process and plans for Maya moving forward. This is why this
feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
to respectfully take the time to listen, understand and compile that
feedback. I will follow-up to this thread in a more detailed manner, but
please do expect the detailed feedback to take some time, as I want to be
confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com,
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

 comparing SI / Maya rigging  (concerning rigging workflow -alone-)

 weighing pro  cons, while overweighing pros, underweighing cons,

 overlooking a bunch of things (most of which outlined below)

 identifying things like the ability to use locators as rig

Re: How long will it take (?)

2014-03-21 Thread Nuno Conceicao
Oh and by the way, the fact a modeler can do this kind of adjustments and
be aware that he is not screwing up the rig (because of how clear is the UI
in Soft) and thus not needing to send the rig back to the rigger to fix
things up frees up the riggers so Softimage has smaller production costs in
this respect.




On Fri, Mar 21, 2014 at 10:37 AM, Nuno Conceicao 
nunoalexconcei...@gmail.com wrote:

 Hi Yang-hai
 In my opinion as a generalist with longer experience in Softimage (7
 years) than I have with Maya (3 years) to me fundamentally is the fact
 Softimage has a real non-linear workflow.
 Taking character rigging for example allows changes to the topology,
 shapes, uvs,  after the character has been enveloped without breaking
 anything (some of these changes can be done literally in seconds) while for
 what I understand of Maya (I'm not really a rigger though), the riggers
 have to rebuild the rig (or parts of it) again relying on scripting if they
 can script.

 Now I truly hope Autodesk is really considering improving Maya in this
 area if they are seriously thinking Softimage users will jump to Maya after
 2016.
 In my case Ill stick with Softimage until something else better in this
 area comes along (be it Maya or any other DCC)





 On Thu, Mar 20, 2014 at 7:40 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.com wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user,
 as a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,

 While I appreciate that you are all listening (honestly, I really do), it
 is really annoying that the Softimage team was supposedly moved to
 Maya, yet Autodesk seems to have no clue how to implement a Softimage
 workflow or feature into Maya.

 Look, don't get me wrong, it is better to have you guys ask us than to
 not ask, but if you truly have that many people
 from Softimage working on Maya, wouldn't THEY know better how to do this
 than we would?



 On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
 Autodesk, I honestly think you have some very strong points here and please
 rest assured that we are listening. I will be discussing these points in
 detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
 will be an area of focus for Maya over the up-coming releases. The
 out-of-the-box workflows and the artist friendly mentality that Softimage
 has, are definitely areas that Maya would benefit from. We do want to bring
 some of these workflows into Maya. We simply need to make sure we properly
 understand, design and implement them, that is... in a meaningful/useful
 manner... basically respecting the workflows. This will be part of our
 thought process and plans for Maya moving forward. This is why this
 feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
 to respectfully take the time to listen, understand and compile that
 feedback. I will follow-up to this thread in a more detailed manner, but
 please do expect the detailed feedback to take some time, as I want to be
 confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
 feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 mailto:softimage@listproc.autodesk.com, davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
 to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
 original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher
 in response to the super long and (seemingly purposefully) diluted
 articlehttp

RE: How long will it take (?)

2014-03-21 Thread Yang-hai Eakes
Hello David,
Thank you. I will definitely take you up on that offer!
I will be contacting you directly to coordinate something over the next couple 
days.
Thank you so much for offering to take the time to share this with us first 
hand. I think this will be very useful in helping us understand, and help us 
make it right. Looking forward to this!

Thanks,
Yang-hai

From: David Gallagher [mailto:davegsoftimagel...@gmail.com]
Sent: Thursday, March 20, 2014 9:02 PM
To: Yang-hai Eakes; softimage@listproc.autodesk.com; 
davegsoftimagel...@gmail.com
Subject: Re: How long will it take (?)

On 3/20/2014 12:33 PM, Yang-hai Eakes wrote:
Hello David Gallagher,
I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and please 
rest assured that we are listening. I will be discussing these points in detail 
internally to see what could be done, sooner rather than later.

Animation workflows, which for me includes rigging, is very important and will 
be an area of focus for Maya over the up-coming releases. The out-of-the-box 
workflows and the artist friendly mentality that Softimage has, are definitely 
areas that Maya would benefit from. We do want to bring some of these workflows 
into Maya. We simply need to make sure we properly understand, design and 
implement them, that is… in a meaningful/useful manner… basically respecting 
the workflows. This will be part of our thought process and plans for Maya 
moving forward. This is why this feedback is so important, so again, thank you.

We are also getting a lot of similar feedback from many channels and need to 
respectfully take the time to listen, understand and compile that feedback. I 
“will” follow-up to this thread in a more detailed manner, but please do expect 
the detailed feedback to take some time, as I want to be confident about what 
can or cannot be addressed in a timely manner.

Glad to hear it!
I would be happy to web conference with someone there to show the workflows in 
more detail.

Thanks,
Dave G



Again, I know I’m not the only one to agree with your point of view and 
feedback, so thank you for sharing this in detail.

Regards,
Yang-hai
Autodesk Designer

From: David Gallagher
Sent: ‎Wednesday‎, ‎March‎ ‎19‎, ‎2014 ‎5‎:‎34‎ ‎PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com, 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that allows me to do 
those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to the 
original Maya / XSI article)



Here is a notable ( comprehensive) post on rigging from David Gallagher

in response to the super long and (seemingly purposefully) diluted 
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro  cons, while overweighing pros, underweighing cons,

overlooking a bunch of things (most of which outlined below)

identifying things like the ability to use locators as rig components as a 
con



and ending with ;

The time that Maya saves with its rigging technology and superior workflow, 
outweighs the additional cost. 





So how long will it take to get there?
David Gallagher

image001.gif
Jan 8


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool.
We offer the well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do.

I often assume by now they have better workflows in Maya,
but I'm often surprised to find how convoluted and limiting the workflows are 
to this day.

Most Maya people must not know there are better ways of working
or aren't doing the kinds of things I am, because the difference is profound.

- At any point in the rigging process, you can make edits in the model stack to 
change the shape and topology of the model.

After experimenting, you can freeze that part of the stack and continue on with 
that new shape,
retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.

This difference is huge. You can work toward completion without fear of losing 
work.

You can experiment freely--knowing it's fine if you want to make a major change.

I'm never afraid of losing blendshape work.

And if the changes are really significant, you can always Gator your way out of 
a jam.

- You can do blendshape edits directly on the geometry, modelessly, instead of 
on a separate blendshape object.

- There is no comparison with corrective blendshapes.
In Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins and scripts 
and HOPE that it works.
If the scenario

Re: How long will it take (?)

2014-03-21 Thread Jason S




On 03/20/14 14:33, Yang-hai Eakes wrote:
As many of us at Autodesk, I honestly think you have some very strong points here and please rest assured that we are listening. 
Hi Yang-hai 

Sorry I'm sure you mean well ,
but while I somewhat suspected someone would eventually  jump on this
saying "we are listening"
and while I don't necessarily object to this "repurposing criticisms
into requests"

AND apart that ALL these things have been in highly requested since
litterally forever..

AND that a list like that could easily be made in regards to every
other aspect,

.. the overlooking of the title and the crux of reposing David's post, 
was actually quite predictable.

And was ( of course.. but whatever ) to shed light on
the distance to which Maya still has to travel before actually
catching-up on a number of fronts. 
( and (yet again) to shed light on the (quite)
*overwhelming prematurity* of the decision )

So if I could remind the title of the thread which was  
"Re: How long will it take (?)"

and perhaps   We are ( very-very-selectively ) listening

would have been a more accurate statement.



Otherwise, Yep..  indeed,  pretty strong points David pointed-out . . .
. . 

and given that (considerable) distance,  and everything
that's already on your plate,
AND how "deep in the software" most of those things would touch,
.. "assured" may be exactly what everyone may be
pretty far from being .. 

(ie; in that list, there was 1 (bullet-)point (a
baby step) solved (from an aquired plugin) in
1.5 years)

Thank You.








RE: How long will it take (?)

2014-03-20 Thread Yang-hai Eakes
Hello David Gallagher,
I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and please 
rest assured that we are listening. I will be discussing these points in detail 
internally to see what could be done, sooner rather than later.

Animation workflows, which for me includes rigging, is very important and will 
be an area of focus for Maya over the up-coming releases. The out-of-the-box 
workflows and the artist friendly mentality that Softimage has, are definitely 
areas that Maya would benefit from. We do want to bring some of these workflows 
into Maya. We simply need to make sure we properly understand, design and 
implement them, that is… in a meaningful/useful manner… basically respecting 
the workflows. This will be part of our thought process and plans for Maya 
moving forward. This is why this feedback is so important, so again, thank you.

We are also getting a lot of similar feedback from many channels and need to 
respectfully take the time to listen, understand and compile that feedback. I 
“will” follow-up to this thread in a more detailed manner, but please do expect 
the detailed feedback to take some time, as I want to be confident about what 
can or cannot be addressed in a timely manner.

Again, I know I’m not the only one to agree with your point of view and 
feedback, so thank you for sharing this in detail.

Regards,
Yang-hai
Autodesk Designer

From: David Gallagher
Sent: ‎Wednesday‎, ‎March‎ ‎19‎, ‎2014 ‎5‎:‎34‎ ‎PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com, 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that allows me to do 
those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to the 
original Maya / XSI article)



Here is a notable ( comprehensive) post on rigging from David Gallagher

in response to the super long and (seemingly purposefully) diluted 
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro  cons, while overweighing pros, underweighing cons,

overlooking a bunch of things (most of which outlined below)

identifying things like the ability to use locators as rig components as a 
con



and ending with ;

The time that Maya saves with its rigging technology and superior workflow, 
outweighs the additional cost. 





So how long will it take to get there?
David Gallagher

image001.gif
Jan 8


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool.
We offer the well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do.

I often assume by now they have better workflows in Maya,
but I'm often surprised to find how convoluted and limiting the workflows are 
to this day.

Most Maya people must not know there are better ways of working
or aren't doing the kinds of things I am, because the difference is profound.

- At any point in the rigging process, you can make edits in the model stack to 
change the shape and topology of the model.

After experimenting, you can freeze that part of the stack and continue on with 
that new shape,
retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.

This difference is huge. You can work toward completion without fear of losing 
work.

You can experiment freely--knowing it's fine if you want to make a major change.

I'm never afraid of losing blendshape work.

And if the changes are really significant, you can always Gator your way out of 
a jam.

- You can do blendshape edits directly on the geometry, modelessly, instead of 
on a separate blendshape object.

- There is no comparison with corrective blendshapes.
In Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins and scripts 
and HOPE that it works.
If the scenario is simple enough, it might.


Several people here tried to help a student make a single corrective blendshape 
on an elbow
 -- and we're all experienced Maya riggers--, after hours of attempting, we 
threw up our hands.

There was something in that object's history that was making the blendshape 
plug-in fail.
The answer is what it often is: just start over.

- EDITING corrective blendshapes.
In Maya, heaven help you if you want to edit that blendshape later.
Start the process again and make a new one.
In Softimage, drag a few points and you're done in seconds.

- For facial work, being able to make face shapes in conjunction with the mixer,
working directly on the main geo.

To see other shapes muted, soloed as you're working.

This allows you to craft 

Re: How long will it take (?)

2014-03-20 Thread Perry Harovas
Yang-hai,

While I appreciate that you are all listening (honestly, I really do), it
is really annoying that the Softimage team was supposedly moved to
Maya, yet Autodesk seems to have no clue how to implement a Softimage
workflow or feature into Maya.

Look, don't get me wrong, it is better to have you guys ask us than to not
ask, but if you truly have that many people
from Softimage working on Maya, wouldn't THEY know better how to do this
than we would?




On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com
 wrote:

 Hello David Gallagher,
 I would first like to thank you for sharing all this. As many of us at
 Autodesk, I honestly think you have some very strong points here and please
 rest assured that we are listening. I will be discussing these points in
 detail internally to see what could be done, sooner rather than later.

 Animation workflows, which for me includes rigging, is very important and
 will be an area of focus for Maya over the up-coming releases. The
 out-of-the-box workflows and the artist friendly mentality that Softimage
 has, are definitely areas that Maya would benefit from. We do want to bring
 some of these workflows into Maya. We simply need to make sure we properly
 understand, design and implement them, that is... in a meaningful/useful
 manner... basically respecting the workflows. This will be part of our
 thought process and plans for Maya moving forward. This is why this
 feedback is so important, so again, thank you.

 We are also getting a lot of similar feedback from many channels and need
 to respectfully take the time to listen, understand and compile that
 feedback. I will follow-up to this thread in a more detailed manner, but
 please do expect the detailed feedback to take some time, as I want to be
 confident about what can or cannot be addressed in a timely manner.

 Again, I know I'm not the only one to agree with your point of view and
 feedback, so thank you for sharing this in detail.

 Regards,
 Yang-hai
 Autodesk Designer

 From: David Gallagher
 Sent: Wednesday, March 19, 2014 5:34 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com,
 davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


 Thanks for posting that Jason.

 I'll keep using Softimage for AnimSchool's rigs.
 Over the next few years, I'll be looking for some software that allows me
 to do those things.


 On 3/19/2014 3:01 PM, Jason S wrote:

 (previously posted, yet I think it's worth a new thread with alink to the
 original Maya / XSI article)



 Here is a notable ( comprehensive) post on rigging from David Gallagher

 in response to the super long and (seemingly purposefully) diluted article
 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

 comparing SI / Maya rigging  (concerning rigging workflow -alone-)

 weighing pro  cons, while overweighing pros, underweighing cons,

 overlooking a bunch of things (most of which outlined below)

 identifying things like the ability to use locators as rig components as
 a con



 and ending with ;

 The time that Maya saves with its rigging technology and superior
 workflow, outweighs the additional cost. 





 So how long will it take to get there?
 David Gallagher

 image001.gif
 Jan 8


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool.
 We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do.

 I often assume by now they have better workflows in Maya,
 but I'm often surprised to find how convoluted and limiting the workflows
 are to this day.

 Most Maya people must not know there are better ways of working
 or aren't doing the kinds of things I am, because the difference is
 profound.

 - At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model.

 After experimenting, you can freeze that part of the stack and continue on
 with that new shape,
 retaining almost every bit of work you've done.

 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.

 This difference is huge. You can work toward completion without fear of
 losing work.

 You can experiment freely--knowing it's fine if you want to make a major
 change.

 I'm never afraid of losing blendshape work.

 And if the changes are really significant, you can always Gator your way
 out of a jam.

 - You can do blendshape edits directly on the geometry, modelessly,
 instead of on a separate blendshape object.

 - There is no comparison with corrective blendshapes.
 In Softimage, you go to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works.
 If the scenario is simple enough, it might.


 Several people here tried to help a student make a single corrective
 blendshape on an elbow
  -- and we're all experienced Maya riggers--, after 

RE: How long will it take (?)

2014-03-20 Thread Yang-hai Eakes
Hi Perry,
Honestly, your voice is more important than any internal user, and that's the 
main reason.
What I'm really trying to understand is what you want/need as a user, as a 
workflow from Softimage, and that's why I found this thread so helpful.
Yes, we have internal people that are helping us understand and will be helping 
implement some of these feature/workflows, but we also want to make sure we are 
listening the user, you.

Thanks for not beating me up!
Yang-hai

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Thursday, March 20, 2014 3:11 PM
To: softimage@listproc.autodesk.com
Subject: Re: How long will it take (?)

Yang-hai,

While I appreciate that you are all listening (honestly, I really do), it is 
really annoying that the Softimage team was supposedly moved to
Maya, yet Autodesk seems to have no clue how to implement a Softimage workflow 
or feature into Maya.

Look, don't get me wrong, it is better to have you guys ask us than to not ask, 
but if you truly have that many people
from Softimage working on Maya, wouldn't THEY know better how to do this than 
we would?



On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
yang-hai.ea...@autodesk.commailto:yang-hai.ea...@autodesk.com wrote:
Hello David Gallagher,
I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and please 
rest assured that we are listening. I will be discussing these points in detail 
internally to see what could be done, sooner rather than later.

Animation workflows, which for me includes rigging, is very important and will 
be an area of focus for Maya over the up-coming releases. The out-of-the-box 
workflows and the artist friendly mentality that Softimage has, are definitely 
areas that Maya would benefit from. We do want to bring some of these workflows 
into Maya. We simply need to make sure we properly understand, design and 
implement them, that is... in a meaningful/useful manner... basically 
respecting the workflows. This will be part of our thought process and plans 
for Maya moving forward. This is why this feedback is so important, so again, 
thank you.

We are also getting a lot of similar feedback from many channels and need to 
respectfully take the time to listen, understand and compile that feedback. I 
will follow-up to this thread in a more detailed manner, but please do expect 
the detailed feedback to take some time, as I want to be confident about what 
can or cannot be addressed in a timely manner.

Again, I know I'm not the only one to agree with your point of view and 
feedback, so thank you for sharing this in detail.

Regards,
Yang-hai
Autodesk Designer

From: David Gallagher
Sent: Wednesday, March 19, 2014 5:34 PM
To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com,
 
davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.commailto:davegsoftimagel...@gmail.com


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that allows me to do 
those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to the 
original Maya / XSI article)



Here is a notable ( comprehensive) post on rigging from David Gallagher
in response to the super long and (seemingly purposefully) diluted 
articlehttp://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html

comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro  cons, while overweighing pros, underweighing cons,

overlooking a bunch of things (most of which outlined below)

identifying things like the ability to use locators as rig components as a 
con



and ending with ;

The time that Maya saves with its rigging technology and superior workflow, 
outweighs the additional cost. 





So how long will it take to get there?
David Gallagher
image001.gif
Jan 8


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool.
We offer the well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do.

I often assume by now they have better workflows in Maya,
but I'm often surprised to find how convoluted and limiting the workflows are 
to this day.

Most Maya people must not know there are better ways of working
or aren't doing the kinds of things I am, because the difference is profound.

- At any point in the rigging process, you can make edits in the model stack to 
change the shape and topology of the model.

After experimenting, you can freeze that part of the stack and continue on with 
that new shape,
retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE

Re: How long will it take (?)

2014-03-20 Thread Paul Griswold
Hi Yang-hai,

There have been plenty of great posts already, but I'll give my
quick-n-dirty approach to whether or not an app is user-friendly.

Can I open the application, create a primitive (usually a torus), add a
material, a light, look through the camera view to set up an image and
render a single still without any help?

In Maya I could not.  I had no idea how to look through the camera.  It's
apparently a common question because as soon as I started typing in Google,
Maya how to it finished my sentence with look through the camera.
To me, that's really bad design.

Other things I wanted to switch from wireframe to a shaded view, so I
click on View in the viewport.  You would think that View would mean View,
but it apparently doesn't.  In order to change the View I have to choose
Shading.  I would have thought Shading had something to do with surfacing
my object, not the View.

I see a menu called Renderer  think to myself, hey, I wonder what render
engines I can pick?.  No Renderer doesn't mean Renderer in Maya.  It means
something entirely different.  Why does that menu even exist if it has
nothing to do with rendering???  You then also have a TAB that's called
Rendering (not Renderer) which is actually where you choose a surface??
 Why??  And why are there lights under a Rendering tab??

Then there's a menu called Panels.  Panels means nothing to me.  Panels are
what you buy at a home improvement store.  What is a Panel?  Why would
anyone choose that name?  It has zero meaning.

I could go on and on, but honestly it is probably second only to Blender in
bad interface design.  It's not in need of a make-over, it should be
completely and utterly thrown away and you should start with a fresh, clean
slate.  Allow the old-farts to boot up Maya in compatibility mode to keep
all the garbage, but you should start with a totally fresh interface.

Otherwise you're putting lipstick on a pig.

-Paul



On Thu, Mar 20, 2014 at 3:40 PM, Yang-hai Eakes yang-hai.ea...@autodesk.com
 wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user, as
 a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,




Re: How long will it take (?)

2014-03-20 Thread Doeke Wartena
hey Paul,

i think they will never change that cause all maya users that are used to
those illogical things will get confused if things start to make sense.


2014-03-20 21:22 GMT+01:00 Paul Griswold 
pgrisw...@fusiondigitalproductions.com:

 Hi Yang-hai,

 There have been plenty of great posts already, but I'll give my
 quick-n-dirty approach to whether or not an app is user-friendly.

 Can I open the application, create a primitive (usually a torus), add a
 material, a light, look through the camera view to set up an image and
 render a single still without any help?

 In Maya I could not.  I had no idea how to look through the camera.  It's
 apparently a common question because as soon as I started typing in Google,
 Maya how to it finished my sentence with look through the camera.
 To me, that's really bad design.

 Other things I wanted to switch from wireframe to a shaded view, so I
 click on View in the viewport.  You would think that View would mean View,
 but it apparently doesn't.  In order to change the View I have to choose
 Shading.  I would have thought Shading had something to do with surfacing
 my object, not the View.

 I see a menu called Renderer  think to myself, hey, I wonder what render
 engines I can pick?.  No Renderer doesn't mean Renderer in Maya.  It means
 something entirely different.  Why does that menu even exist if it has
 nothing to do with rendering???  You then also have a TAB that's called
 Rendering (not Renderer) which is actually where you choose a surface??
  Why??  And why are there lights under a Rendering tab??

 Then there's a menu called Panels.  Panels means nothing to me.  Panels
 are what you buy at a home improvement store.  What is a Panel?  Why would
 anyone choose that name?  It has zero meaning.

 I could go on and on, but honestly it is probably second only to Blender
 in bad interface design.  It's not in need of a make-over, it should be
 completely and utterly thrown away and you should start with a fresh, clean
 slate.  Allow the old-farts to boot up Maya in compatibility mode to keep
 all the garbage, but you should start with a totally fresh interface.

 Otherwise you're putting lipstick on a pig.

 -Paul



 On Thu, Mar 20, 2014 at 3:40 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.com wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and that's
 the main reason.
 What I'm really trying to understand is what you want/need as a user,
 as a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,




Re: How long will it take (?)

2014-03-20 Thread Tenshi S.
What i don't understand is why Maya dev team, wait so long(years!!)
to be reunited with Softimage dev-team, to began listening customers about
new implementations or new workflows. Where were you 5 years ago? Merging
AD acquisitions into Maya? Buying duct-tape?

AD is a biggg BIG company, is not an small one, and the only way i could
understand this, is that AD didn't like their own ME division from the
beginning, so they gave them a small amount of resources; so
dev-teams(Maya and Max) where only correcting bugs, nothing else.

Why you need to kill Softimage, to put all those already few resources
into Maya/Max/Softimage, and after 2016 version MAYBe.. MAYBE will began to
see some improvements.

Maybe there's amazing and talented people on the devs-team, but i think
they're wasting their time trying to see Softimage workflows and applying
them to Maya. This is not Pimp my Ride, you can't just go acquire few
plugins or applications and merge things and called them NEW FEATURES.

Maya was bad designed from the beginning, so at the end AD is going to
loose more money, they could add w/e they want, but they'll never have a
nice base to construct.

That's why they killed the wrong software; Softimage had that base, but
they didn't care.

As people said before, if you really want to do something good, at least AD
could learn from Maya Errors. START OVER! from the beginning. Make a NEW
SoftMayax, with a good base for the coming decades.


my two cents,

sorry for english.
Tenshi.





On Thu, Mar 20, 2014 at 6:05 PM, Doeke Wartena clankil...@gmail.com wrote:

 hey Paul,

 i think they will never change that cause all maya users that are used to
 those illogical things will get confused if things start to make sense.


 2014-03-20 21:22 GMT+01:00 Paul Griswold 
 pgrisw...@fusiondigitalproductions.com:

 Hi Yang-hai,

 There have been plenty of great posts already, but I'll give my
 quick-n-dirty approach to whether or not an app is user-friendly.

 Can I open the application, create a primitive (usually a torus), add a
 material, a light, look through the camera view to set up an image and
 render a single still without any help?

 In Maya I could not.  I had no idea how to look through the camera.  It's
 apparently a common question because as soon as I started typing in Google,
 Maya how to it finished my sentence with look through the camera.
 To me, that's really bad design.

 Other things I wanted to switch from wireframe to a shaded view, so I
 click on View in the viewport.  You would think that View would mean View,
 but it apparently doesn't.  In order to change the View I have to choose
 Shading.  I would have thought Shading had something to do with surfacing
 my object, not the View.

 I see a menu called Renderer  think to myself, hey, I wonder what
 render engines I can pick?.  No Renderer doesn't mean Renderer in Maya.
  It means something entirely different.  Why does that menu even exist if
 it has nothing to do with rendering???  You then also have a TAB that's
 called Rendering (not Renderer) which is actually where you choose a
 surface??  Why??  And why are there lights under a Rendering tab??

 Then there's a menu called Panels.  Panels means nothing to me.  Panels
 are what you buy at a home improvement store.  What is a Panel?  Why would
 anyone choose that name?  It has zero meaning.

 I could go on and on, but honestly it is probably second only to Blender
 in bad interface design.  It's not in need of a make-over, it should be
 completely and utterly thrown away and you should start with a fresh, clean
 slate.  Allow the old-farts to boot up Maya in compatibility mode to keep
 all the garbage, but you should start with a totally fresh interface.

 Otherwise you're putting lipstick on a pig.

 -Paul



 On Thu, Mar 20, 2014 at 3:40 PM, Yang-hai Eakes 
 yang-hai.ea...@autodesk.com wrote:

 Hi Perry,
 Honestly, your voice is more important than any internal user, and
 that's the main reason.
 What I'm really trying to understand is what you want/need as a user,
 as a workflow from Softimage, and that's why I found this thread so helpful.
 Yes, we have internal people that are helping us understand and will be
 helping implement some of these feature/workflows, but we also want to make
 sure we are listening the user, you.

 Thanks for not beating me up!
 Yang-hai

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
 Sent: Thursday, March 20, 2014 3:11 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: How long will it take (?)

 Yang-hai,





Re: How long will it take (?)

2014-03-20 Thread Luc-Eric Rousseau
On Thu, Mar 20, 2014 at 8:28 PM, Tenshi S. tenshu...@gmail.com wrote:
 What i don't understand is why Maya dev team, wait so long(years!!)
 to be reunited with Softimage dev-team, to began listening customers about
 new implementations or new workflows. Where were you 5 years ago? Merging AD
 acquisitions into Maya? Buying duct-tape?

It's probably not clear from the outside, you're seeing the after-Marc
Petit era.  Marc believed in serving the big film clients and let the
work trickle down.  So the team worked on data management, APIs, Qt,
viewport, platform stuff. But now ME is realigning Maya to a appeal
to a broader user base to there is a huge push in design and focus on
the generalists. Maya LT is also putting pressure on the product
because it is not for traditional studio users.


Re: How long will it take (?)

2014-03-20 Thread David Gallagher

On 3/20/2014 12:33 PM, Yang-hai Eakes wrote:


Hello David Gallagher,

I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and 
please rest assured that we are listening. I will be discussing these 
points in detail internally to see what could be done, sooner rather 
than later.


Animation workflows, which for me includes rigging, is very important 
and will be an area of focus for Maya over the up-coming releases. The 
out-of-the-box workflows and the artist friendly mentality that 
Softimage has, are definitely areas that Maya would benefit from. We 
do want to bring some of these workflows into Maya. We simply need to 
make sure we properly understand, design and implement them, that is… 
in a meaningful/useful manner… basically respecting the workflows. 
This will be part of our thought process and plans for Maya moving 
forward. This is why this feedback is so important, so again, thank you.


We are also getting a lot of similar feedback from many channels and 
need to respectfully take the time to listen, understand and compile 
that feedback. I “will” follow-up to this thread in a more detailed 
manner, but please do expect the detailed feedback to take some time, 
as I want to be confident about what can or cannot be addressed in a 
timely manner.




Glad to hear it!
I would be happy to web conference with someone there to show the 
workflows in more detail.


Thanks,
Dave G

Again, I know I’m not the only one to agree with your point of view 
and feedback, so thank you for sharing this in detail.


Regards,

Yang-hai

Autodesk Designer

*From:* David Gallagher
*Sent:* ‎Wednesday‎, ‎March‎ ‎19‎, ‎2014 ‎5‎:‎34‎ ‎PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com,
davegsoftimagel...@gmail.com mailto:davegsoftimagel...@gmail.com


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that
allows me to do those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to 
the original Maya / XSI article)

  


Here is a notable(_comprehensive_)  post on rigging from David 
Gallagher

in response to the super long and(seemingly purposefully)  diluted article  http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html  


comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro  cons, while overweighing pros, underweighing cons,

overlooking a bunch of things(most of which outlined below)

identifying things like the ability to use locators as rig components as a 
con

  


and ending with ;

/The time that Maya saves with its rigging technology and superior 
workflow, outweighs the additional cost./

  

  


/So how long will it take to get there?/

*David Gallagher*



image001.gif

Jan 8

I rigged on quite a few characters in Maya at Blue Sky
Studios and now (Softimage) AnimSchool.
We offer the well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and
Maya--not the kind of rigging I do.

I often assume by now they have better workflows in Maya,
but I'm often surprised to find how convoluted and
limiting the workflows are to this day.

Most Maya people must not know there are better ways of
working
or aren't doing the kinds of things I am, because the
difference is profound.

- At any point in the rigging process, you can make edits
in the model stack to change the shape and topology of the
model.

After experimenting, you can freeze that part of the stack
and continue on with that new shape,
retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.

This difference is huge. You can work toward completion
without fear of losing work.

You can experiment freely--knowing it's fine if you want
to make a major change.

I'm never afraid of losing blendshape work.

And if the changes are really significant, you can always
Gator your way out of a jam.

- You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.

- There is no comparison with corrective blendshapes.
In Softimage, you go to Secondary Shape mode and drag a
few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts