Re: humanize maya, SOFT top 5

2014-04-17 Thread Cesar Saez
ngSkinTools to the rescue!
http://www.ngskintools.com/


On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman i.anima...@gmail.com wrote:

 Agreed, point weighting in Maya is horrible. I'm doing some freelance Maya
 rigs now and bringing them into Softimage to point weight because Maya's
 point weighting wants to make me want to lobotomize myself with chopsticks
 through my eyes :P


 On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel the
 pain.




Re: humanize maya, SOFT top 5

2014-04-17 Thread Ognjen Vukovic
One thing i just remembered, Dont know if its already been mentioned but
pass options  Where you could set output path per aov, check/uncheck
which aov will be rendered  place your environment, lens shaders and so
on.  In maya its all packed into the render settings which is quite a pita.


On Thu, Apr 17, 2014 at 9:01 AM, Cesar Saez cesa...@gmail.com wrote:

 ngSkinTools to the rescue!
 http://www.ngskintools.com/


 On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman i.anima...@gmail.com wrote:

 Agreed, point weighting in Maya is horrible. I'm doing some freelance
 Maya rigs now and bringing them into Softimage to point weight because
 Maya's point weighting wants to make me want to lobotomize myself with
 chopsticks through my eyes :P


 On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel
 the pain.




Re: humanize maya, SOFT top 5

2014-04-17 Thread Eric Turman
Thank you for sharing Cesar,

There are some interesting improvements there, but it still looks like
you're dealing with Maya's goofy single-bone-at-a-time-mask-style
weighting. So while, better than Maya standard, it still adhere's pretty
hard to Maya's flawed core paradigm.

The other and bigger problem--and this is a deal-breaker for me--is that it
is only for 2014 and older. Since we received 2015 with our $0 transitions,
this is a no-go. For the meantime I'll have to stick with the bind it in
Maya, export to Soft, weight in Soft, export to Maya and constrain to rig
in Maya approach.

The relax algorithm looks much better than either Maya or Soft, and
weighting on layers is intriguing. Maybe Viktoras would be open to adapting
his tools to work more like a Soft paradigm.

Cheers,

-=Eric



On Thu, Apr 17, 2014 at 2:01 AM, Cesar Saez cesa...@gmail.com wrote:

 ngSkinTools to the rescue!
 http://www.ngskintools.com/


 On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman i.anima...@gmail.com wrote:

 Agreed, point weighting in Maya is horrible. I'm doing some freelance
 Maya rigs now and bringing them into Softimage to point weight because
 Maya's point weighting wants to make me want to lobotomize myself with
 chopsticks through my eyes :P


 On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel
 the pain.




-- 




-=T=-


Re: humanize maya, SOFT top 5

2014-04-17 Thread Daniel Brassard
Viktoras maitain also a GitHub account and a google group forum for the
tool. Maybe you want to contact him there. He is looking for help to
improve the tool.

https://github.com/viktorasm/ngSkinTools
https://groups.google.com/forum/#!forum/ngskintools



On Thu, Apr 17, 2014 at 8:33 AM, Eric Turman i.anima...@gmail.com wrote:

 Thank you for sharing Cesar,

 There are some interesting improvements there, but it still looks like
 you're dealing with Maya's goofy single-bone-at-a-time-mask-style
 weighting. So while, better than Maya standard, it still adhere's pretty
 hard to Maya's flawed core paradigm.

 The other and bigger problem--and this is a deal-breaker for me--is that
 it is only for 2014 and older. Since we received 2015 with our $0
 transitions, this is a no-go. For the meantime I'll have to stick with the
 bind it in Maya, export to Soft, weight in Soft, export to Maya and
 constrain to rig in Maya approach.

 The relax algorithm looks much better than either Maya or Soft, and
 weighting on layers is intriguing. Maybe Viktoras would be open to adapting
 his tools to work more like a Soft paradigm.

 Cheers,

 -=Eric



 On Thu, Apr 17, 2014 at 2:01 AM, Cesar Saez cesa...@gmail.com wrote:

 ngSkinTools to the rescue!
 http://www.ngskintools.com/


 On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman i.anima...@gmail.comwrote:

 Agreed, point weighting in Maya is horrible. I'm doing some freelance
 Maya rigs now and bringing them into Softimage to point weight because
 Maya's point weighting wants to make me want to lobotomize myself with
 chopsticks through my eyes :P


 On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Has anyone mentioned the horrible Maya weight painting ? the fact you
 have to lock every bone you are not skinning to, less influences be
 splattered throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel
 the pain.




 --




 -=T=-



RE: humanize maya, SOFT top 5

2014-04-16 Thread Jill Ramsay (Contractor)
Hey guys,
A couple of you mentioned 'really contextual menus' (see Aliastair's number 3 
below).

Can you explain what's missing for you in Maya in this regard?

Thanks,
Jill

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
Sent: March-25-14 6:16 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: humanize maya, SOFT top 5

Hello friends

Me again with my TOP 5's

I have had some minimal contact with the Humanize Maya people. Lets get our 
views across with our TOP 5 Softimage user workflow/interface experiences. As 
usual a list with a brief description.
Here are some random examples

1)Middle mouse to repeat last function
2)Multiple windows
You can have many graph editors, outliners, property pages open at once.
3) Really contextual menus
4) Comprehensive universal drag and drop of parameters
Quickly set up expressions.
5) Text rather than icons, general stylishness of interface


Alastair

--
Alastair Hearsum
Head of 3d
[GLASSWORKS]
33/34 Great Pulteney Street
London
W1F 9NP
+44 (0)20 7434 1182
glassworks.co.ukhttp://www.glassworks.co.uk/
Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
(Company registered in England with number 04759979. Registered office 25 
Harley Street, London, W1G 9BR. VAT registration number: 86729)
Please consider the environment before you print this email.
DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
confidential and are intended solely for the stated recipient(s). Any views or 
opinions presented are solely those of the author and do not necessarily 
represent those of the Company. If you are not the intended recipient, be 
advised that you have received this e-mail in error and that any use, 
dissemination, forwarding, printing, or copying of this e-mail is strictly 
prohibited. If this transmission is received in error please kindly return it 
to the sender and delete this message from your system.
attachment: winmail.dat

Re: humanize maya, SOFT top 5

2014-04-16 Thread Sebastien Sterling
Has anyone mentioned the horrible Maya weight painting ? the fact you have
to lock every bone you are not skinning to, less influences be splattered
throughout the mesh Jackson Pollock style?

I know it's a classic complaint but a lot of people are going to feel the
pain.


On 16 April 2014 21:13, Jill Ramsay (Contractor)
jill.ram...@autodesk.comwrote:

 Hey guys,
 A couple of you mentioned 'really contextual menus' (see Aliastair's
 number 3 below).

 Can you explain what's missing for you in Maya in this regard?

 Thanks,
 Jill

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
 Sent: March-25-14 6:16 AM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: humanize maya, SOFT top 5

 Hello friends

 Me again with my TOP 5's

 I have had some minimal contact with the Humanize Maya people. Lets get
 our views across with our TOP 5 Softimage user workflow/interface
 experiences. As usual a list with a brief description.
 Here are some random examples

 1)Middle mouse to repeat last function
 2)Multiple windows
 You can have many graph editors, outliners, property pages open at once.
 3) Really contextual menus
 4) Comprehensive universal drag and drop of parameters
 Quickly set up expressions.
 5) Text rather than icons, general stylishness of interface


 Alastair

 --
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.



Re: humanize maya, SOFT top 5

2014-04-16 Thread Eric Turman
Agreed, point weighting in Maya is horrible. I'm doing some freelance Maya
rigs now and bringing them into Softimage to point weight because Maya's
point weighting wants to make me want to lobotomize myself with chopsticks
through my eyes :P


On Wed, Apr 16, 2014 at 3:39 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Has anyone mentioned the horrible Maya weight painting ? the fact you have
 to lock every bone you are not skinning to, less influences be splattered
 throughout the mesh Jackson Pollock style?

 I know it's a classic complaint but a lot of people are going to feel the
 pain.


 On 16 April 2014 21:13, Jill Ramsay (Contractor) jill.ram...@autodesk.com
  wrote:

 Hey guys,
 A couple of you mentioned 'really contextual menus' (see Aliastair's
 number 3 below).

 Can you explain what's missing for you in Maya in this regard?

 Thanks,
 Jill

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair Hearsum
 Sent: March-25-14 6:16 AM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: humanize maya, SOFT top 5

 Hello friends

 Me again with my TOP 5's

 I have had some minimal contact with the Humanize Maya people. Lets get
 our views across with our TOP 5 Softimage user workflow/interface
 experiences. As usual a list with a brief description.
 Here are some random examples

 1)Middle mouse to repeat last function
 2)Multiple windows
 You can have many graph editors, outliners, property pages open at once.
 3) Really contextual menus
 4) Comprehensive universal drag and drop of parameters
 Quickly set up expressions.
 5) Text rather than icons, general stylishness of interface


 Alastair

 --
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private
 and confidential and are intended solely for the stated recipient(s). Any
 views or opinions presented are solely those of the author and do not
 necessarily represent those of the Company. If you are not the intended
 recipient, be advised that you have received this e-mail in error and that
 any use, dissemination, forwarding, printing, or copying of this e-mail is
 strictly prohibited. If this transmission is received in error please
 kindly return it to the sender and delete this message from your system.





-- 




-=T=-


Re: humanize maya, SOFT top 5

2014-04-16 Thread Jordi Bares
It would have been easier to kill Maya and ask what would you want to add into 
Soft.

- Viewport 2.0


Jb

Sent from my iPhone

 On 16 Apr 2014, at 21:13, Jill Ramsay (Contractor) 
 jill.ram...@autodesk.com wrote:
 
 Hey guys,
 A couple of you mentioned 'really contextual menus' (see Aliastair's number 3 
 below).
 
 Can you explain what's missing for you in Maya in this regard?
 
 Thanks,
 Jill
 
 From: 
 softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alastair 
 Hearsum
 Sent: March-25-14 6:16 AM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: humanize maya, SOFT top 5
 
 Hello friends
 
 Me again with my TOP 5's
 
 I have had some minimal contact with the Humanize Maya people. Lets get our 
 views across with our TOP 5 Softimage user workflow/interface experiences. As 
 usual a list with a brief description.
 Here are some random examples
 
 1)Middle mouse to repeat last function
 2)Multiple windows
 You can have many graph editors, outliners, property pages open at once.
 3) Really contextual menus
 4) Comprehensive universal drag and drop of parameters
 Quickly set up expressions.
 5) Text rather than icons, general stylishness of interface
 
 
 Alastair
 
 --
 Alastair Hearsum
 Head of 3d
 [GLASSWORKS]
 33/34 Great Pulteney Street
 London
 W1F 9NP
 +44 (0)20 7434 1182
 glassworks.co.ukhttp://www.glassworks.co.uk/
 Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk
 (Company registered in England with number 04759979. Registered office 25 
 Harley Street, London, W1G 9BR. VAT registration number: 86729)
 Please consider the environment before you print this email.
 DISCLAIMER: This e-mail and attachments are strictly privileged, private and 
 confidential and are intended solely for the stated recipient(s). Any views 
 or opinions presented are solely those of the author and do not necessarily 
 represent those of the Company. If you are not the intended recipient, be 
 advised that you have received this e-mail in error and that any use, 
 dissemination, forwarding, printing, or copying of this e-mail is strictly 
 prohibited. If this transmission is received in error please kindly return it 
 to the sender and delete this message from your system.
 winmail.dat



Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
Is there a reason that Maya does not save my preference for 30 frames per
second ( I hit save preferences) but when I open a new scene it goes back
to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
project for a client and of course after the render I realize its not
matching the VO because it is at 24 fps. I LOVE using Maya. :)
J


On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale adamfs...@gmail.com wrote:

 yes... preserve child transformations.. on the transform node.


 On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel 
 olivier.jean...@noos.frwrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :

  Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed
 in relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in
 the first place. :/
 [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y
 Wxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-
 7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7






-- 
www.johnrichardsanchez.com


RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Did you change fps in 
Window-Settings/Preferences-Preferences-Settings-Working Units-Time?

If you save this and close and restart Maya is the setting still changed?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: Monday, April 07, 2014 2:57 PM
To: XSI List to post
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

Is there a reason that Maya does not save my preference for 30 frames per 
second ( I hit save preferences) but when I open a new scene it goes back to 24 
fps? Is this a new feature? I am using 2014 sp2. I went to do a new project for 
a client and of course after the render I realize its not matching the VO 
because it is at 24 fps. I LOVE using Maya. :)
J

On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale 
adamfs...@gmail.commailto:adamfs...@gmail.com wrote:
yes... preserve child transformations.. on the transform node.

On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
Love what you did Brent !
Ever thought of sending your resume to SideFX ?
Working on a software rather than a puzzle ?

Le 03/04/2014 16:33, Brent McPherson a écrit :

Yes I did work on this.

The plan was always to replace the guts of Center with the pivot stuff I added 
to kinematics since it could handle rotation. We just never got around to 
actually doing that and finishing off that part of the pivot workflow...

As I said before I always thought the way center worked was a bit hacky  (push 
points in one direction and modifying the transform in another) but it seems 
the interactive/pervasive nature of it far outweighed the strange way it works 
for you guys.

Now I'm curious if it was even on anyone's top 5 list. ;-)

I'm not a really good person to comment on the general issues discussed in 
relation to Maya workflow. While working on Soft I worked on hair, animation 
layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, 
ICE (well in fact every part of the software except Rendering) My current 
involvement in Maya is limited to the modeling team but I feel pretty 
comfortable that I can have a positive impact on workflow in that area.

Cheers.
--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Peter Agg
Sent: 03 April 2014 15:04
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

...but from what he said Brent actually developed that part of Soft in the 
first place. :/
[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f%5d%E1%90%A7





--
www.johnrichardsanchez.comhttp://www.johnrichardsanchez.com


RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread Jill Ramsay (Contractor)
Hello John,
You need to set this in New Scene Options to have it affect new scenes and not 
just the current scene.  More info here: 
http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/File__New_Scene.htm,topicNumber=d30e48442

I agree it’s confusing.
Jill.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: April-07-14 2:57 PM
To: XSI List to post
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

Is there a reason that Maya does not save my preference for 30 frames per 
second ( I hit save preferences) but when I open a new scene it goes back to 24 
fps? Is this a new feature? I am using 2014 sp2. I went to do a new project for 
a client and of course after the render I realize its not matching the VO 
because it is at 24 fps. I LOVE using Maya. :)
J

attachment: winmail.dat

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
I did. But will try it again after I re Render.
J


On Mon, Apr 7, 2014 at 3:03 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Did you change fps in
 Window-Settings/Preferences-Preferences-Settings-Working Units-Time?



 If you save this and close and restart Maya is the setting still changed?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
 Sanchez
 *Sent:* Monday, April 07, 2014 2:57 PM

 *To:* XSI List to post
 *Subject:* Re: Center mode (was RE: humanize Maya, SOFT top 5)



 Is there a reason that Maya does not save my preference for 30 frames per
 second ( I hit save preferences) but when I open a new scene it goes back
 to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
 project for a client and of course after the render I realize its not
 matching the VO because it is at 24 fps. I LOVE using Maya. :)

 J



 On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale adamfs...@gmail.com wrote:

 yes... preserve child transformations.. on the transform node.



 On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :



 Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed in
 relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in the
 first place. :/
 [
 https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]
 ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f%5d%E1%90%A7








 --

 www.johnrichardsanchez.com




-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread John Richard Sanchez
Thanks Jill. That seems to have worked. :)



On Mon, Apr 7, 2014 at 3:30 PM, John Richard Sanchez 
youngupstar...@gmail.com wrote:

 I did. But will try it again after I re Render.
 J


 On Mon, Apr 7, 2014 at 3:03 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  Did you change fps in
 Window-Settings/Preferences-Preferences-Settings-Working Units-Time?



 If you save this and close and restart Maya is the setting still changed?



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
 Sanchez
 *Sent:* Monday, April 07, 2014 2:57 PM

 *To:* XSI List to post
 *Subject:* Re: Center mode (was RE: humanize Maya, SOFT top 5)



 Is there a reason that Maya does not save my preference for 30 frames per
 second ( I hit save preferences) but when I open a new scene it goes back
 to 24 fps? Is this a new feature? I am using 2014 sp2. I went to do a new
 project for a client and of course after the render I realize its not
 matching the VO because it is at 24 fps. I LOVE using Maya. :)

 J



 On Fri, Apr 4, 2014 at 8:16 PM, Adam Sale adamfs...@gmail.com wrote:

 yes... preserve child transformations.. on the transform node.



 On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :



 Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed
 in relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in
 the first place. :/
 [
 https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]
 ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f%5d%E1%90%A7








 --

 www.johnrichardsanchez.com




 --
 www.johnrichardsanchez.com




-- 
www.johnrichardsanchez.com


RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread Jill Ramsay (Contractor)
Sorry, just checking you did exactly this… I just tried it and it worked for me.
File - New Scene - [  ]
Set working units as required
(Apply) or Edit - Save Settings
File - Save Preferences.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: April-07-14 3:30 PM
To: XSI List to post
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

I did. But will try it again after I re Render.
J

attachment: winmail.dat

RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-07 Thread Jill Ramsay (Contractor)
Sorry, our messages crossed in the ether!
attachment: winmail.dat

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-04 Thread olivier jeannel

Love what you did Brent !
Ever thought of sending your resume to SideFX ?
Working on a software rather than a puzzle ?

Le 03/04/2014 16:33, Brent McPherson a écrit :

Yes I did work on this.

The plan was always to replace the guts of Center with the pivot stuff I added 
to kinematics since it could handle rotation. We just never got around to 
actually doing that and finishing off that part of the pivot workflow...

As I said before I always thought the way center worked was a bit hacky  (push 
points in one direction and modifying the transform in another) but it seems 
the interactive/pervasive nature of it far outweighed the strange way it works 
for you guys.

Now I'm curious if it was even on anyone's top 5 list. ;-)

I'm not a really good person to comment on the general issues discussed in 
relation to Maya workflow. While working on Soft I worked on hair, animation 
layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, 
ICE (well in fact every part of the software except Rendering) My current 
involvement in Maya is limited to the modeling team but I feel pretty 
comfortable that I can have a positive impact on workflow in that area.

Cheers.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 03 April 2014 15:04
To: softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

...but from what he said Brent actually developed that part of Soft in the 
first place. :/
[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧ





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-04 Thread Adam Sale
yes... preserve child transformations.. on the transform node.


On Fri, Apr 4, 2014 at 6:30 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Love what you did Brent !
 Ever thought of sending your resume to SideFX ?
 Working on a software rather than a puzzle ?

 Le 03/04/2014 16:33, Brent McPherson a écrit :

  Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed
 in relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in
 the first place. :/
 [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0Y
 Wxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-
 7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread olivier jeannel

That's amazing how poor seems to be maya when I read  you guys.
Fortunatly, I should never have to use it.
I'm edititing very fast some subd hard surface here, the pivot is 
dancing in every diretion, snaping where it has to, aligning on the fly 
with whatever i ask at the speed of light though, I must say, I'm a 
little sleepy..

Ah, my looping techno music comes to the end, and the modeling is done.



Le 03/04/2014 01:00, Raffaele Fragapane a écrit :
Harder than that, the equivalent would be to select all components, 
move and rotate them numerically, then figure out the reciprocal 
transform of what you just did and apply it to the object's transform.


Center mode is also not equivalent or obsoleted by neutral poses, nor 
it's equated by Maya's pivot control.


It's sorely missed by many in Maya.
On top of that, Maya snapping facilities, particularly when it comes 
to rotations, are wonky and often don't work at all.


The modelling toolset, several interaction modes with the pivot, and 
many other things don't support snapping, and most certainly don't 
support matching transforms.
Adding insult to injury, matching or resetting transforms in Maya is 
highly deficient out of the box, as it will often work on the whole 
hierarchy regardless of what you intended to do.


Lastly, center mode worked seamlessly with all manipulation tools, you 
could switch to center mode and have child compensation on and 
snap/match to another object.
This offers unequalled control over geometry handling in relation to 
its center.


In Maya I've always found pivots superior to neutral pose for a long 
list of reasons, at least functionally, though the manipulation itself 
is weak (again, Maya is generally weak and fragmented in dealing with 
rotations). Maya's handling of reciprocating transforms between 
transform proper and geometry though leaves A LOT to be desired, and a 
page or two from XSI's book should be taken.



On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.com 
mailto:luceri...@gmail.com wrote:




Is that always true in your scenarios?  Moving center in Softimage is
like moving all the points of the geometry. (What brent calls
transforming the geometry)
Knowing that it does that, wouldn't the simplest work-around for your
specific scenario in Maya be to select all points and move/rotate
them.




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




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Christian Lattuada
Great Olivier, Softimage flow!


.:.
Christian Lattuada

tel +39 3331277475
...


On Thu, Apr 3, 2014 at 1:49 PM, olivier jeannel olivier.jean...@noos.frwrote:

  That's amazing how poor seems to be maya when I read  you guys.
 Fortunatly, I should never have to use it.
 I'm edititing very fast some subd hard surface here, the pivot is dancing
 in every diretion, snaping where it has to, aligning on the fly with
 whatever i ask at the speed of light though, I must say, I'm a little
 sleepy..
 Ah, my looping techno music comes to the end, and the modeling is done.



 Le 03/04/2014 01:00, Raffaele Fragapane a écrit :

 Harder than that, the equivalent would be to select all components, move
 and rotate them numerically, then figure out the reciprocal transform of
 what you just did and apply it to the object's transform.

  Center mode is also not equivalent or obsoleted by neutral poses, nor
 it's equated by Maya's pivot control.

  It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to
 rotations, are wonky and often don't work at all.

  The modelling toolset, several interaction modes with the pivot, and
 many other things don't support snapping, and most certainly don't support
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is
 highly deficient out of the box, as it will often work on the whole
 hierarchy regardless of what you intended to do.

  Lastly, center mode worked seamlessly with all manipulation tools, you
 could switch to center mode and have child compensation on and snap/match
 to another object.
 This offers unequalled control over geometry handling in relation to its
 center.

  In Maya I've always found pivots superior to neutral pose for a long
 list of reasons, at least functionally, though the manipulation itself is
 weak (again, Maya is generally weak and fragmented in dealing with
 rotations). Maya's handling of reciprocating transforms between transform
 proper and geometry though leaves A LOT to be desired, and a page or two
 from XSI's book should be taken.


 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



  Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Raffaele Fragapane
For modeling proposes with nex it's actually not bad at all, though you do
have to memorise more tricks and steps than you would with soft, and a
handful more clicks.
My comments are solely regarding the centre manipulation, something that
Maya does differently at a fairly low level to begin with, and that out of
the box sorely lacks some tools.

I don't think it healthy to confuse the two things :)
On 3 Apr 2014 22:50, olivier jeannel olivier.jean...@noos.fr wrote:

  That's amazing how poor seems to be maya when I read  you guys.
 Fortunatly, I should never have to use it.
 I'm edititing very fast some subd hard surface here, the pivot is dancing
 in every diretion, snaping where it has to, aligning on the fly with
 whatever i ask at the speed of light though, I must say, I'm a little
 sleepy..
 Ah, my looping techno music comes to the end, and the modeling is done.



 Le 03/04/2014 01:00, Raffaele Fragapane a écrit :

 Harder than that, the equivalent would be to select all components, move
 and rotate them numerically, then figure out the reciprocal transform of
 what you just did and apply it to the object's transform.

  Center mode is also not equivalent or obsoleted by neutral poses, nor
 it's equated by Maya's pivot control.

  It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to
 rotations, are wonky and often don't work at all.

  The modelling toolset, several interaction modes with the pivot, and
 many other things don't support snapping, and most certainly don't support
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is
 highly deficient out of the box, as it will often work on the whole
 hierarchy regardless of what you intended to do.

  Lastly, center mode worked seamlessly with all manipulation tools, you
 could switch to center mode and have child compensation on and snap/match
 to another object.
 This offers unequalled control over geometry handling in relation to its
 center.

  In Maya I've always found pivots superior to neutral pose for a long
 list of reasons, at least functionally, though the manipulation itself is
 weak (again, Maya is generally weak and fragmented in dealing with
 rotations). Maya's handling of reciprocating transforms between transform
 proper and geometry though leaves A LOT to be desired, and a page or two
 from XSI's book should be taken.


 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



  Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Paul Griswold
How many of you are utterly shocked at how LITTLE anyone at all from
Autodesk seems to know about Softimage  it's capabilities?

It's almost like they bought it  never opened it (regardless of which Marc
was in charge).

-Paul

ᐧ


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Eric Thivierge
In my opinion this post is exactly what the other recent posts on the 
other thread (March 28th, 2014) about how every single thread keeps 
getting pushed back off topic and turns into a hate-fest are all about.


Sorry Paul, but this post isn't really productive is it? It's only 
stirring things up again when this thread has been pretty useful to many 
users to be able to explain what we find useful from this feature in 
Softimage. I don't care if Luc-Eric knows about it or not. Point is, we 
need to voice the usefulness of it for those of us who will be moving to 
Maya so we can have a fighting chance to have something similarly useful 
to keep working.


Can we please keep the useful threads useful?

Thanks,
Eric T.

On 4/3/2014 9:48 AM, Paul Griswold wrote:
How many of you are utterly shocked at how LITTLE anyone at all from 
Autodesk seems to know about Softimage  it's capabilities?


It's almost like they bought it  never opened it (regardless of which 
Marc was in charge).


-Paul

ᐧ




RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Brent McPherson
Yes I did work on this.

The plan was always to replace the guts of Center with the pivot stuff I added 
to kinematics since it could handle rotation. We just never got around to 
actually doing that and finishing off that part of the pivot workflow...

As I said before I always thought the way center worked was a bit hacky  (push 
points in one direction and modifying the transform in another) but it seems 
the interactive/pervasive nature of it far outweighed the strange way it works 
for you guys.

Now I'm curious if it was even on anyone's top 5 list. ;-)

I'm not a really good person to comment on the general issues discussed in 
relation to Maya workflow. While working on Soft I worked on hair, animation 
layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, 
ICE (well in fact every part of the software except Rendering) My current 
involvement in Maya is limited to the modeling team but I feel pretty 
comfortable that I can have a positive impact on workflow in that area.

Cheers.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 03 April 2014 15:04
To: softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

...but from what he said Brent actually developed that part of Soft in the 
first place. :/
[https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧ

attachment: winmail.dat

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Mirko Jankovic
there are a lot of things that simply can;t just fit to top 5 :)
it is not joke when ppl say just strap name Maya on top of Softimage and
there you go ;)


On Thu, Apr 3, 2014 at 4:33 PM, Brent McPherson 
brent.mcpher...@autodesk.com wrote:

 Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I
 added to kinematics since it could handle rotation. We just never got
 around to actually doing that and finishing off that part of the pivot
 workflow...

 As I said before I always thought the way center worked was a bit hacky
  (push points in one direction and modifying the transform in another) but
 it seems the interactive/pervasive nature of it far outweighed the strange
 way it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed in
 relation to Maya workflow. While working on Soft I worked on hair,
 animation layers, lip sync, modeling, object view/isolate, tools,
 kinematics, fcurves, ICE (well in fact every part of the software except
 Rendering) My current involvement in Maya is limited to the modeling team
 but I feel pretty comfortable that I can have a positive impact on workflow
 in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in the
 first place. :/
 [
 https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧhttps://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]%E1%90%A7




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Peter Agg
Now I'm curious if it was even on anyone's top 5 list. ;-)

In all honesty I've never even considered life without it...

...

Damnit., Now I have. :(


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Eric Thivierge
I'm in the same boat. It's this small stuff that we're all going to 
take for granted until we realize it's not there. It would be one of 
the essential features I'd want, but then there are about a 1000 of 
those for me. :\ Going to be difficult.


Eric T.

On Thursday, April 03, 2014 10:42:30 AM, Peter Agg wrote:

Now I'm curious if it was even on anyone's top 5 list. ;-)

In all honesty I've never even considered life without it...

...

Damnit., Now I have. :(




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Martin Yara
People that haven't used Maya that much don't realize how useful that n
SI feature was because they though it was so basic that they assumed every
DCC had it. Center is one of those.

At first, I though that Maya's Pivot was the equivalent to SI Center and
Pivot. It may take you a while to realize that it isn't.

About SI pivot, now I understand why the pivot rotation option in Softimage
never worked for me.

Martin



On Thu, Apr 3, 2014 at 11:33 PM, Brent McPherson 
brent.mcpher...@autodesk.com wrote:


 Now I'm curious if it was even on anyone's top 5 list. ;-)




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread John Richard Sanchez
People that haven't used Maya that much don't realize how useful that n
SI feature was because they though it was so basic that they assumed every
DCC had it. Center is one of those.

Exactly. I had my shock moment actually working on a project with a
deadline looming.

At first, I though that Maya's Pivot was the equivalent to SI Center and
Pivot. It may take you a while to realize that it isn't.

Yes I am now enlightened about how that stuff works under the hood in both
Maya and XSI.

Brent I wish you the best. As Eric said there are many little things like
this we will miss but we wont realize till we actually start working and
using Maya. ( if we end up going that route.)


On Thu, Apr 3, 2014 at 10:50 AM, Martin Yara furik...@gmail.com wrote:

 People that haven't used Maya that much don't realize how useful that n
 SI feature was because they though it was so basic that they assumed every
 DCC had it. Center is one of those.

 At first, I though that Maya's Pivot was the equivalent to SI Center and
 Pivot. It may take you a while to realize that it isn't.

 About SI pivot, now I understand why the pivot rotation option in
 Softimage never worked for me.

 Martin



 On Thu, Apr 3, 2014 at 11:33 PM, Brent McPherson 
 brent.mcpher...@autodesk.com wrote:


 Now I'm curious if it was even on anyone's top 5 list. ;-)




-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Luc-Eric Rousseau
After being one of the original developers on Maya, brent joined
Softimage in 1998 and is responsible for many things people love in
Softimage, including the transform manipulators and the tweak tool.
Interaction design and implementation.

On Thu, Apr 3, 2014 at 10:33 AM, Brent McPherson
brent.mcpher...@autodesk.com wrote:
 Yes I did work on this.

 The plan was always to replace the guts of Center with the pivot stuff I 
 added to kinematics since it could handle rotation. We just never got around 
 to actually doing that and finishing off that part of the pivot workflow...

 As I said before I always thought the way center worked was a bit hacky  
 (push points in one direction and modifying the transform in another) but it 
 seems the interactive/pervasive nature of it far outweighed the strange way 
 it works for you guys.

 Now I'm curious if it was even on anyone's top 5 list. ;-)

 I'm not a really good person to comment on the general issues discussed in 
 relation to Maya workflow. While working on Soft I worked on hair, animation 
 layers, lip sync, modeling, object view/isolate, tools, kinematics, fcurves, 
 ICE (well in fact every part of the software except Rendering) My current 
 involvement in Maya is limited to the modeling team but I feel pretty 
 comfortable that I can have a positive impact on workflow in that area.

 Cheers.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 03 April 2014 15:04
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 ...but from what he said Brent actually developed that part of Soft in the 
 first place. :/
 [https://mailfoogae.appspot.com/t?sender=acGdyaXN3b2xkQGZ1c2lvbmRpZ2l0YWxwcm9kdWN0aW9ucy5jb20%3Dtype=zerocontentguid=84bd8330-649c-42ca-b0bb-7aa77184e20f]ᐧ




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-03 Thread Sebastien Sterling
Child Comp would probably be another essential feature people take for
granted, the ability to move objects independently of their hierarchies.


On 3 April 2014 19:06, Steven Caron car...@gmail.com wrote:

 i am most 'proud' of your custom tool sdk... a great parting gift which
 will give softimage some legs after it's demise.


 On Thu, Apr 3, 2014 at 10:53 AM, Brent McPherson 
 brent.mcpher...@autodesk.com wrote:

 But I am most proud of bringing the view cube to Softimage. :-P




Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Brent McPherson
So, do you folks really use Center mode all that much?

That was really a pre-pivot workflow that XSI inherited from SI|3D and it 
simply applies a transform to the object and a mirror transform to the geometry 
thereby giving the *illusion* that that center has changed. Of course, reset 
transforms will mess up the center. (unless you also set the neutral  pose)

As someone who worked on that area in SI I'm really curious to know what the  
main use cases for Center are?

Thanks.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: 27 March 2014 16:38
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF


attachment: winmail.dat

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
I'm not 100% sure what you mean by what 'the main case uses are' - I just
use it to do exactly what it says it does! It's just a flexible and
intuative way of working.

For example: if I've made a rig control that floats outside some geometry,
but I want it's pivot to match an object I have in the rig already (maybe a
bone it's meant to control... something like that). I can make and shape
the control curve how I like, turn on Centre mode, do a Match Transforms to
that object and hit Freeze. Very quick and very easy to do.


On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com wrote:

 So, do you folks really use Center mode all that much?

 That was really a pre-pivot workflow that XSI inherited from SI|3D and it
 simply applies a transform to the object and a mirror transform to the
 geometry thereby giving the *illusion* that that center has changed. Of
 course, reset transforms will mess up the center. (unless you also set the
 neutral  pose)

 As someone who worked on that area in SI I'm really curious to know what
 the  main use cases for Center are?

 Thanks.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard Sanchez
 Sent: 27 March 2014 16:38
 To: XSI List to post
 Subject: Re: humanize Maya, SOFT top 5

 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF





RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Brent McPherson
Thanks. That is an interesting use of center I hadn't thought of before...

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: 02 April 2014 10:19
To: softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

I'm not 100% sure what you mean by what 'the main case uses are' - I just use 
it to do exactly what it says it does! It's just a flexible and intuative way 
of working.

For example: if I've made a rig control that floats outside some geometry, but 
I want it's pivot to match an object I have in the rig already (maybe a bone 
it's meant to control... something like that). I can make and shape the control 
curve how I like, turn on Centre mode, do a Match Transforms to that object and 
hit Freeze. Very quick and very easy to do.

On 2 April 2014 09:55, Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
So, do you folks really use Center mode all that much?

That was really a pre-pivot workflow that XSI inherited from SI|3D and it 
simply applies a transform to the object and a mirror transform to the geometry 
thereby giving the *illusion* that that center has changed. Of course, reset 
transforms will mess up the center. (unless you also set the neutral  pose)

As someone who worked on that area in SI I'm really curious to know what the  
main use cases for Center are?

Thanks.
--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of John Richard Sanchez
Sent: 27 March 2014 16:38
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF


attachment: winmail.dat

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
No problem - it's always hard to answer these questions when all these
things have been so deeply ingrained into your work patterns. :)




On 2 April 2014 10:33, Brent McPherson brent.mcpher...@autodesk.com wrote:

 Thanks. That is an interesting use of center I hadn't thought of before...

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: 02 April 2014 10:19
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

 I'm not 100% sure what you mean by what 'the main case uses are' - I just
 use it to do exactly what it says it does! It's just a flexible and
 intuative way of working.

 For example: if I've made a rig control that floats outside some geometry,
 but I want it's pivot to match an object I have in the rig already (maybe a
 bone it's meant to control... something like that). I can make and shape
 the control curve how I like, turn on Centre mode, do a Match Transforms to
 that object and hit Freeze. Very quick and very easy to do.

 On 2 April 2014 09:55, Brent McPherson brent.mcpher...@autodesk.com
 mailto:brent.mcpher...@autodesk.com wrote:
 So, do you folks really use Center mode all that much?

 That was really a pre-pivot workflow that XSI inherited from SI|3D and it
 simply applies a transform to the object and a mirror transform to the
 geometry thereby giving the *illusion* that that center has changed. Of
 course, reset transforms will mess up the center. (unless you also set the
 neutral  pose)

 As someone who worked on that area in SI I'm really curious to know what
 the  main use cases for Center are?

 Thanks.
 --
 Brent

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard
 Sanchez
 Sent: 27 March 2014 16:38
 To: XSI List to post
 Subject: Re: humanize Maya, SOFT top 5

 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF





RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Eric Thivierge
Yeah that is something that I do very often as well.


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Rob Wuijster
'center to vertices' command, just another way to quicly change the 
center of an object.
And using the TAB key for quickly moving the pivot around for snapping, 
moving stuff around is a no-brainer.

Things I use a lot on a daily basis..

Rob

\/-\/\/

On 2-4-2014 12:38, Eric Thivierge wrote:


Yeah that is something that I do very often as well.

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4355 / Virus Database: 3722/7284 - Release Date: 04/01/14





Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Peter Agg
I think the key thing with something like this is that Centre mode isn't
something that's used for a specific, single problem - say you implemented
a 'Match Centre to Object' button in Maya, that would only solve that
single workflow I mentioned earlier.

Having the Centre mode work the way it does in Soft, I know I can carry on
working the same way I would normally - I can Match Transforms (Maya really
needs this as well, btw :) ), use constraints or whatever I feel like and
the Centre mode toggle handles it all behind the scenes. It's a far more
elegant way of adding functionality than throwing more buttons and tools at
each individual problem.

On the flip side there's Child Compensation in Soft, which is really nice
and everything, but doesn't work with Match Transforms, which turns a
useful tool into something very frustrating. Keeping things consistent is
key with this kind of working.

Anyway, I'm sure you're fully aware of all this, Brent. But better to say
it than to not.



On 2 April 2014 11:50, Rob Wuijster r...@casema.nl wrote:

  'center to vertices' command, just another way to quicly change the
 center of an object.
 And using the TAB key for quickly moving the pivot around for snapping,
 moving stuff around is a no-brainer.
 Things I use a lot on a daily basis..

  Rob

 \/-\/\/

 On 2-4-2014 12:38, Eric Thivierge wrote:

 Yeah that is something that I do very often as well.

 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2014.0.4355 / Virus Database: 3722/7284 - Release Date: 04/01/14





RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
All the time. Say I have an aileron, flap or other control surface on an 
aircraft. Most of these surfaces ( in planform view) are similar to trapezoids, 
parallelograms, or other irregular surfaces. More importantly however most of 
these shapes have sides which are never parallel to an X or Z axis and are 
often deviant in both axis (or diagonal). The rotation angle for these surface 
are 99% of the time on the diagonal.  So how do I deal with this in Maya vs 
Softimage?

Maya:   I have to create a  set of multiple nulls with custom rotations to set 
up the angle of rotation properly for the surface. If I want to rotate the 
surface I have to dig through all these nulls to get to the right one, select 
and rotate it just to rotate the surface.


Soft:I select Center, rotate it to the angle I need, select the object and 
rotate.


If I have to change the pivot after the fact:

Maya:   I have to deconstruct part of the hierarchy, rotate the null 
responsible for the rotation angle, and then reconnect the hierarchy so that 
Maya will not adversely rotate the objects underneath the rotation angle.

Soft:  I  select the Center and rotate.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Wednesday, April 02, 2014 4:56 AM
To: softimage@listproc.autodesk.com
Subject: Center mode (was RE: humanize Maya, SOFT top 5)

So, do you folks really use Center mode all that much?

That was really a pre-pivot workflow that XSI inherited from SI|3D and it 
simply applies a transform to the object and a mirror transform to the geometry 
thereby giving the *illusion* that that center has changed. Of course, reset 
transforms will mess up the center. (unless you also set the neutral  pose)

As someone who worked on that area in SI I'm really curious to know what the  
main use cases for Center are?

Thanks.
--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: 27 March 2014 16:38
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Martin Yara
In SI we use both pivots and centers. Pivots lack rotation or at least I've
never found how to use them so we use Centers for that.

Being able to use SRT in custom angles is quite useful. In SI you have
centers and reference planes. You have also pivots.

In Maya you only have a pivot that you can only specify it's position. The
rotation axis works only for rotation and custom axis orientation are
Translation and Scale tools options that work separately from the object
rotation axis and you can only manipulate it in the viewport. And since
it's a tool option you can only have 1 custom angle for translation and
scale (1 per tool).

You can't move, let's say, an object 10.54 units in diagonal 30 degrees
without calculating it or scripting. In SI you can do it in a few seconds
with precision and you have multiple ways to do it.

You can't do this with components either in Maya.

So, I think Maya needs at least half of the Softimage MCP.

Martin



On Wed, Apr 2, 2014 at 9:30 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  All the time. Say I have an aileron, flap or other control surface on an
 aircraft. Most of these surfaces ( in planform view) are similar to
 trapezoids, parallelograms, or other irregular surfaces. More importantly
 however most of these shapes have sides which are never parallel to an X or
 Z axis and are often deviant in both axis (or diagonal). The rotation angle
 for these surface are 99% of the time on the diagonal.  So how do I deal
 with this in Maya vs Softimage?



 Maya:   I have to create a  set of multiple nulls with custom rotations to
 set up the angle of rotation properly for the surface. If I want to rotate
 the surface I have to dig through all these nulls to get to the right one,
 select and rotate it just to rotate the surface.



 Soft:I select Center, rotate it to the angle I need, select the object
 and rotate.





 If I have to change the pivot after the fact:



 Maya:   I have to deconstruct part of the hierarchy, rotate the null
 responsible for the rotation angle, and then reconnect the hierarchy so
 that Maya will not adversely rotate the objects underneath the rotation
 angle.



 Soft:  I  select the Center and rotate.



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Brent McPherson
 *Sent:* Wednesday, April 02, 2014 4:56 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Center mode (was RE: humanize Maya, SOFT top 5)



 So, do you folks really use Center mode all that much?



 That was really a pre-pivot workflow that XSI inherited from SI|3D and it
 simply applies a transform to the object and a mirror transform to the
 geometry thereby giving the *illusion* that that center has changed. Of
 course, reset transforms will mess up the center. (unless you also set the
 neutral  pose)



 As someone who worked on that area in SI I'm really curious to know what
 the  main use cases for Center are?



 Thanks.

 --

 Brent



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *John Richard Sanchez
 *Sent:* 27 March 2014 16:38
 *To:* XSI List to post
 *Subject:* Re: humanize Maya, SOFT top 5



 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF







Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Ed Manning
Trying to look at this from a high-level non-TD user perspective...

In Soft, whether it was intentional design or just fell out of the toolset
that evolved, any geometrical object (not using the word in the programming
sense) has, through centers, pivots, reference planes, neutral poses,
constraint compensation and child compensation, effectively got a complete
and fairly intuitive rig already embedded.  The ability to toggle in and
out of various manipulation modes easily is very important in terms of
usability.  The combination of the tabbed PPGs and operator stack allow
people to drill down to the atomic level if necessary, but don't tend to
interfere with the user experience.  The fact remarked on above, that all
the tools continue to work in all modes, is also key.

In Maya, it seems to me that an underlying assumption was made that
everything should be REALLY atomic, and that users should do everything by
assembling things into mostly single-purpose, single-mode rigs or tools.  I
guess this makes sense in a pipelined, scripted environment, especially
when you have TDs to build and deploy a stable toolset, but it's hell on
Earth for a sole-practitioner/generalist who is expected to quickly produce
results from scratch.  I gather that you *could* devise a rig, using
locators and constraints and whatnot, that would emulate the flexibility of
all the Softimage transform controls, and use a script to apply it to any
object that gets a transform node, but unless you also spend considerable
time to make a custom UI for it, the usability would be awful.  Not to
mention the mess you'd have in the node editor or outliner.

To me, this goes along with the silly amount of clicking on things you have
to do in Maya -- it's all very logical and sensible from a really granular
standpoint, but scales poorly (in the sense that repetitive tasks become
REALLY repetitive) and neglects the difference between things that need to
be done frequently and things that are rarely needed.

And I guess the tendency toward single-purpose single-mode tools and
operations is also related to this, with the often-disastrous effect of
being unable to make even a simple change without recreating the whole
history of operations.  Again, if you do everything with a script, that
might not be a big deal -- you edit the script to make the change, then run
the whole thing again.  But if you are trying to keep everything live and
editable, and don't have scripting skills, or a TD who does, Maya is
intrinsically more limited.

I'm resigned to the prospect of dusting off scripting skills I haven't
exercised in nearly 20 years, but I'm not happy about what is basically a
regression in the state of the art.  And I know that scripting and coding
are hugely powerful tools -- there are things that you can, or should, ONLY
do with them -- but I am not nearly as facile with those tools as the ones
in the Softimage workflow/toolset.  Besides -- it's wasteful and inane to
use a sophisticated, powerful tool to do a simple frequent task.  Just
because I could use a 6-axis CNC milling machine to drill a hole in a board
doesn't mean it's a better tool for the job than my old Makita driver
drill. Yes, if I needed to make several dozen holes, all precisely sized
and spaced, at different angles, in several different boards meant to fit
together at a later stage, that CNC machine would be handy -- but 99.99% of
the time, all I need is that one simple hole, right NOW, and I don't want
to take the workpiece off the jobsite back to the machine shop.


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Luc-Eric Rousseau
On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
 Maya:   I have to create a  set of multiple nulls with custom rotations to
 set up the angle of rotation properly for the surface. If I want to rotate
 the surface I have to dig through all these nulls to get to the right one,
 select and rotate it just to rotate the surface.

Is that always true in your scenarios?  Moving center in Softimage is
like moving all the points of the geometry. (What brent calls
transforming the geometry)
Knowing that it does that, wouldn't the simplest work-around for your
specific scenario in Maya be to select all points and move/rotate
them.


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Christoph Muetze

On 02/04/14 17:25, Luc-Eric Rousseau wrote:
Is that always true in your scenarios? Moving center in Softimage is 
like moving all the points of the geometry. (What brent calls 
transforming the geometry) Knowing that it does that, wouldn't the 
simplest work-around for your specific scenario in Maya be to select 
all points and move/rotate them. 


Whenever I need to relocate a pivot temporarily for whatever reason I 
usually snap a mesh to R/T 0/0/0 world space, leave the offset of the 
mesh in place (aka don't freeze S/R/T), then move/rotate the pivot to 
some other position, do whatever I need to - when i'm done I reposition 
the pivot to R/T 0/0/0 world again and roll everything else back - 
Tadaa..  \o/ It's just a few clicks AND is completely nondestructive, 
too ...without ever even touching the operator stack...


also i use tiny polygons outside of (mostly character-) meshes regularly 
to simulate whatever COG of an object i might need... sometimes using 
this trick to storing several COG's outside the geometry (as in: another 
object), quickly deleting and merging them back into the mesh as needed...


location location location :)

Cheers!
Chris


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Siew Yi Liang

Hi Luc-Eric:

A simple problem I had with the lack of a center/offset rotation pivot 
attribute in Maya was when I was rigging this guy:


http://1drv.ms/1lndvDS

His eyelids are using a combination of weighted joints to control major 
movement and clusters, to control the side-to-side. For the clusters, 
however, I needed their centers to match the rotation of the eyelid 
bones exactly
so that I could use set driven keys to connect the control curves to 
their movement. I ended up having to make a quick hack script that would 
makea temporary orientConstraint, grab the offset values, then delete 
the constraint and piping those values into the rotateAxis of the 
clusters instead to bring them back into original position.


There is probably a better way to do this and avoid having to work 
around like this (I was originally going to do bones all over the 
eyelids but it would have been a nightmare setting SDKs for that), but 
with the time limit, it was all I had and what I could do. A secondary 
transform attribute that was common to all transform nodes would go a 
long way towards helping XSI  Maya transitions, I think, especially 
when you need like exact pivot matches instead of rotating things around 
manually to kind of estimate it. :P Plus then you wouldn't have to worry 
about geometry VS clusters VS whatever node it is, as long as it has a 
transform, you know you're safe since you have access to a second pivot 
instead of having to create an intermediate null object for that purpose 
(and in any case that doesn't work as well for relative-deforming clusters)


Hope that makes sense!

Yours sincerely,
Siew Yi Liang

On 4/2/2014 8:25 AM, Luc-Eric Rousseau wrote:

On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:

Maya:   I have to create a  set of multiple nulls with custom rotations to
set up the angle of rotation properly for the surface. If I want to rotate
the surface I have to dig through all these nulls to get to the right one,
select and rotate it just to rotate the surface.

Is that always true in your scenarios?  Moving center in Softimage is
like moving all the points of the geometry. (What brent calls
transforming the geometry)
Knowing that it does that, wouldn't the simplest work-around for your
specific scenario in Maya be to select all points and move/rotate
them.




RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Matt Lind
The point of the center mode (from the user's perspective) is to be able to 
preserve the geometry as you see it while being able to correct the transform.

Center mode is heavily used here.  It's not strictly for corrective purposes, 
but also for assisting in setting up manipulations for modeling and rigging.  
We align centers to ensure that objects enveloped to the same deformers move 
together in unison without separating from each other.  That's *really 
important* when doing squash n' stretch or other non-uniform deformations.

Center mode is a staple in the toolset, please implement it into Maya if not 
already there.   While you're at it, implement softimage scaling.  It would 
save us months/years of re-rigging a very large arsenal of assets.

Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, April 02, 2014 8:26 AM
To: softimage@listproc.autodesk.com
Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)

On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:
 Maya:   I have to create a  set of multiple nulls with custom rotations to
 set up the angle of rotation properly for the surface. If I want to 
 rotate the surface I have to dig through all these nulls to get to the 
 right one, select and rotate it just to rotate the surface.

Is that always true in your scenarios?  Moving center in Softimage is like 
moving all the points of the geometry. (What brent calls transforming the 
geometry) Knowing that it does that, wouldn't the simplest work-around for 
your specific scenario in Maya be to select all points and move/rotate them.



RE: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'm not sure I see how that would easily solve my problem without introducing 
other problems, risks, or complex workflow. I don't even see how it competes 
with Softimage's method.

I have geometry that is sometimes generated in CAD or provided from other 
sources. The geometry, and its relative components often have to remain in 
their  relative positions. But I need to define custom articulations. I often 
have more freedom to cheat on the articulations than I do on the topology.

If in Maya I select the aileron, rotate it till the pivot matches the rotation 
angle I want, then select all the points of the aileron and attempt to back 
rotate them until the geometry matches its previous position against the new 
rotation angle, can I do that? Yes, but with caveats:

1. If I select components and proceed to back rotate the geometry by using the 
Channnel editor, why do I lose the numerical channel editor transform entries. 
This would have been the intuitive approach because that's how we do this with 
object selection. But there is no congruency here. It would be my first 
anticipation on how it might be achieved.

2. Might it be possible to eyeball the back rotation with just the manipulator? 
Yes, but what does that do to the accuracy of my geometry position? I might 
possibly be less concerned for the accuracy in the rotation angle than in the 
placement of the geometry. Either way one or the other must sacrificed. In this 
scenario Maya forces me to sacrifice geometry position. What if I don't want to 
sacrifice that?

3. What if I am rotating this on more than one axis? Can I use the Channel 
Editor's CV list to accomplish this? How do I know what vertex coordinates to 
enter here? Can I use it at all? Strike three in anticipating a potential 
method.

4. polyMoveVertex .  So yes there is a way to do this in Maya. Assuming I have 
an object under another in a hierarchy I:

a. select the child object that I want change its pivot angle

b. rotate the object -30 degrees in Z

c. select component type
*in the event you were in component type already and selected the object from 
the outliner, component type is still active but object is selected, you then 
have to select object type and reselect component type just to get back to 
component selection or make a new component selection. 

d. select all components on the  object

e. go to polygon module (if you're not there already)

f. go to Edit mesh - Transform Component  (I now get a polyMoveVertex  
operator in my Input stack).

g. enter a positive 30 degrees in Z, geometry is now back rotated

h. return to object type

i. hit Edit - Delete by Type - History ( Assuming I have construction 
history on.  Further why can't Ijust right-click delete history 
on this operator?)


Yet how simple are any of these approaches compared to:

Select the Object, Select Center, enter -30 at the Rotate transform?

Yes in Maya I can do this, but is it easy? Is it risky if I tried to do it 
using solely a manipulator? Is it intuitive? Why must I use a polyMoveVertex 
operator to do this? Why can't I just switch to Component Type and maintain use 
of the Channel editor's Transform entries? How much planning is required?

Is there another way in Maya to do this? I don't recall, I got used to making 
null rigs.

In Maya its easier, more forgiving, and simpler to just go the null rig route. 
I think its potentially appropriate to argue that it might also be good form. 
It introduces far less risk or possibility of mis-selecting vertices, putting 
the vertices in the wrong place, damage to geometry. But it's not more 
intuitive than Center.

Yes the null rig method can also be done in Softimage as an alternative method 
to using Center. Softimage also supports the vertex back-rotation through a 
Cluster.

This is not an issue of whether Maya provides us the ability to do these 
things. It does. And very reliably. The question is whether it provides these 
abilities in an intuitive and user friendly manner. It's a matter of human 
factors. 

But to be fair, Softimage had its own issues with this problem. Just far fewer 
than Maya.

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Wednesday, April 02, 2014 11:26 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
 
 On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 j.ponthi...@nasa.gov wrote:
  Maya:   I have to create a  set of multiple nulls with custom rotations to
  set up the angle of rotation properly for the surface. If I want to
  rotate the surface I

Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread John Richard Sanchez
 (was RE: humanize Maya, SOFT top 5)
 
  On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov wrote:
   Maya:   I have to create a  set of multiple nulls with custom
 rotations to
   set up the angle of rotation properly for the surface. If I want to
   rotate the surface I have to dig through all these nulls to get to the
   right one, select and rotate it just to rotate the surface.
 
  Is that always true in your scenarios?  Moving center in Softimage is
 like
  moving all the points of the geometry. (What brent calls transforming
 the
  geometry) Knowing that it does that, wouldn't the simplest work-around
 for
  your specific scenario in Maya be to select all points and move/rotate
 them.




-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Sebastien Sterling
...@listproc.autodesk.com [mailto:softimage-
  boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
  Sent: Wednesday, April 02, 2014 11:26 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
 
  On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov wrote:
   Maya:   I have to create a  set of multiple nulls with custom
 rotations to
   set up the angle of rotation properly for the surface. If I want to
   rotate the surface I have to dig through all these nulls to get to the
   right one, select and rotate it just to rotate the surface.
 
  Is that always true in your scenarios?  Moving center in Softimage is
 like
  moving all the points of the geometry. (What brent calls transforming
 the
  geometry) Knowing that it does that, wouldn't the simplest work-around
 for
  your specific scenario in Maya be to select all points and move/rotate
 them.




 --
 www.johnrichardsanchez.com



Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread John Richard Sanchez
 to using Center. Softimage also supports the vertex back-rotation
 through a Cluster.

 This is not an issue of whether Maya provides us the ability to do these
 things. It does. And very reliably. The question is whether it provides
 these abilities in an intuitive and user friendly manner. It's a matter of
 human factors.

 But to be fair, Softimage had its own issues with this problem. Just far
 fewer than Maya.

 --
 Joey Ponthieux
 __
 Opinions stated here-in are strictly those of the author and do not
 represent the opinions of NASA or any other party.


  -Original Message-
  From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
  boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
  Sent: Wednesday, April 02, 2014 11:26 AM
  To: softimage@listproc.autodesk.com
  Subject: Re: Center mode (was RE: humanize Maya, SOFT top 5)
 
  On Wed, Apr 2, 2014 at 8:30 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
  j.ponthi...@nasa.gov wrote:
   Maya:   I have to create a  set of multiple nulls with custom
 rotations to
   set up the angle of rotation properly for the surface. If I want to
   rotate the surface I have to dig through all these nulls to get to the
   right one, select and rotate it just to rotate the surface.
 
  Is that always true in your scenarios?  Moving center in Softimage is
 like
  moving all the points of the geometry. (What brent calls transforming
 the
  geometry) Knowing that it does that, wouldn't the simplest work-around
 for
  your specific scenario in Maya be to select all points and move/rotate
 them.




 --
 www.johnrichardsanchez.com




-- 
www.johnrichardsanchez.com


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Raffaele Fragapane
Harder than that, the equivalent would be to select all components, move
and rotate them numerically, then figure out the reciprocal transform of
what you just did and apply it to the object's transform.

Center mode is also not equivalent or obsoleted by neutral poses, nor it's
equated by Maya's pivot control.

It's sorely missed by many in Maya.
On top of that, Maya snapping facilities, particularly when it comes to
rotations, are wonky and often don't work at all.

The modelling toolset, several interaction modes with the pivot, and many
other things don't support snapping, and most certainly don't support
matching transforms.
Adding insult to injury, matching or resetting transforms in Maya is highly
deficient out of the box, as it will often work on the whole hierarchy
regardless of what you intended to do.

Lastly, center mode worked seamlessly with all manipulation tools, you
could switch to center mode and have child compensation on and snap/match
to another object.
This offers unequalled control over geometry handling in relation to its
center.

In Maya I've always found pivots superior to neutral pose for a long list
of reasons, at least functionally, though the manipulation itself is weak
(again, Maya is generally weak and fragmented in dealing with rotations).
Maya's handling of reciprocating transforms between transform proper and
geometry though leaves A LOT to be desired, and a page or two from XSI's
book should be taken.


On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



 Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Perryharovas
Totally agree. 
And just to chime in, I use center mode many times per session, per day. 
Essential workflow.



Sent from my iPhone
Please excuse typos and
brief replies. 
Thank you!

 On Apr 2, 2014, at 7:00 PM, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 Harder than that, the equivalent would be to select all components, move and 
 rotate them numerically, then figure out the reciprocal transform of what you 
 just did and apply it to the object's transform.
 
 Center mode is also not equivalent or obsoleted by neutral poses, nor it's 
 equated by Maya's pivot control.
 
 It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to 
 rotations, are wonky and often don't work at all.
 
 The modelling toolset, several interaction modes with the pivot, and many 
 other things don't support snapping, and most certainly don't support 
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is highly 
 deficient out of the box, as it will often work on the whole hierarchy 
 regardless of what you intended to do.
 
 Lastly, center mode worked seamlessly with all manipulation tools, you could 
 switch to center mode and have child compensation on and snap/match to 
 another object.
 This offers unequalled control over geometry handling in relation to its 
 center.
 
 In Maya I've always found pivots superior to neutral pose for a long list of 
 reasons, at least functionally, though the manipulation itself is weak 
 (again, Maya is generally weak and fragmented in dealing with rotations). 
 Maya's handling of reciprocating transforms between transform proper and 
 geometry though leaves A LOT to be desired, and a page or two from XSI's book 
 should be taken.
 
 
 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.com 
 wrote:
 
 
 Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.
 
 
 
 -- 
 Our users will know fear and cower before our software! Ship it! Ship it and 
 let them flee like the dogs they are!


Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Adam Sale
You guys have said it all.. absolute agreement
On Apr 2, 2014 6:40 PM, Perryharovas perryharo...@gmail.com wrote:

 Totally agree.
 And just to chime in, I use center mode many times per session, per day.
 Essential workflow.



 Sent from my iPhone
 Please excuse typos and
 brief replies.
 Thank you!

 On Apr 2, 2014, at 7:00 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Harder than that, the equivalent would be to select all components, move
 and rotate them numerically, then figure out the reciprocal transform of
 what you just did and apply it to the object's transform.

 Center mode is also not equivalent or obsoleted by neutral poses, nor it's
 equated by Maya's pivot control.

 It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to
 rotations, are wonky and often don't work at all.

 The modelling toolset, several interaction modes with the pivot, and many
 other things don't support snapping, and most certainly don't support
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is
 highly deficient out of the box, as it will often work on the whole
 hierarchy regardless of what you intended to do.

 Lastly, center mode worked seamlessly with all manipulation tools, you
 could switch to center mode and have child compensation on and snap/match
 to another object.
 This offers unequalled control over geometry handling in relation to its
 center.

 In Maya I've always found pivots superior to neutral pose for a long list
 of reasons, at least functionally, though the manipulation itself is weak
 (again, Maya is generally weak and fragmented in dealing with rotations).
 Maya's handling of reciprocating transforms between transform proper and
 geometry though leaves A LOT to be desired, and a page or two from XSI's
 book should be taken.


 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



 Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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




Re: Center mode (was RE: humanize Maya, SOFT top 5)

2014-04-02 Thread Eric Turman
Yep center is useful when you ant to keep the points in place...kind of
like the difference between moving the house closer to the mountain rather
than moving the mountain closer to the house ;)


On Wed, Apr 2, 2014 at 8:59 PM, Adam Sale adamfs...@gmail.com wrote:

 You guys have said it all.. absolute agreement
 On Apr 2, 2014 6:40 PM, Perryharovas perryharo...@gmail.com wrote:

 Totally agree.
 And just to chime in, I use center mode many times per session, per day.
 Essential workflow.



 Sent from my iPhone
 Please excuse typos and
 brief replies.
 Thank you!

 On Apr 2, 2014, at 7:00 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Harder than that, the equivalent would be to select all components, move
 and rotate them numerically, then figure out the reciprocal transform of
 what you just did and apply it to the object's transform.

 Center mode is also not equivalent or obsoleted by neutral poses, nor
 it's equated by Maya's pivot control.

 It's sorely missed by many in Maya.
 On top of that, Maya snapping facilities, particularly when it comes to
 rotations, are wonky and often don't work at all.

 The modelling toolset, several interaction modes with the pivot, and many
 other things don't support snapping, and most certainly don't support
 matching transforms.
 Adding insult to injury, matching or resetting transforms in Maya is
 highly deficient out of the box, as it will often work on the whole
 hierarchy regardless of what you intended to do.

 Lastly, center mode worked seamlessly with all manipulation tools, you
 could switch to center mode and have child compensation on and snap/match
 to another object.
 This offers unequalled control over geometry handling in relation to its
 center.

 In Maya I've always found pivots superior to neutral pose for a long list
 of reasons, at least functionally, though the manipulation itself is weak
 (again, Maya is generally weak and fragmented in dealing with rotations).
 Maya's handling of reciprocating transforms between transform proper and
 geometry though leaves A LOT to be desired, and a page or two from XSI's
 book should be taken.


 On Thu, Apr 3, 2014 at 2:25 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:



 Is that always true in your scenarios?  Moving center in Softimage is
 like moving all the points of the geometry. (What brent calls
 transforming the geometry)
 Knowing that it does that, wouldn't the simplest work-around for your
 specific scenario in Maya be to select all points and move/rotate
 them.




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




-- 




-=T=-


Re: humanize Maya, SOFT top 5

2014-03-29 Thread Tim Leydecker

After brooding about MMB vs. M key for a day or two.

I just realized that I use Softimage´s beveling a lot. But differently.

When adding an edgeloop or edges in general, I will usually resort
to beveling that selection instead of just adding an edge loop.

Beveling gives better curvature, averaging the postion of the now
two egde (loops) nicely in relation to the selected edges and it´s
neighbours. It is convenient to adjust the bevel width slider and
interactively tune the result to taste. For that, I often use bevel
settings wider than 2.

The benefit is that the polygon surface´s curvature doesn´t get as
unevenly modified and it becomes easier to add detail or even out
topology in wip basemeshes/cleaned up meshes.

Together with the option to slide components across the surface and
the phletora of transformation modes (REF, Global, etc) this makes
clean organic modeling a lot easier.

Cheers,

tim

On 27.03.2014 07:48, Tim Leydecker wrote:

Can I trade the MMB functionality against the M key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the M key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using U/T/E with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.



On 27.03.2014 00:45, Luc-Eric Rousseau wrote:

We are keeping MMB Repeat under consideration for Maya, thanks all for the 
feedback.

On Wednesday, March 26, 2014, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:

I fully understood what your post was about, Luc-Eric.

What I stated is what many users here liked MMB upon learning about it as, 
other than myself and one other person, nobody had used Softimage before.  They 
had all come from
3DSMax and/or Maya.  Many of them have commented they wish the MMB feature 
was in Maya as it's simple, intuitive, and saves repetitive work freeing up a 
spot or two on the
keyboard for something else.  While you can use 'g' in Maya, it's not the 
same as MMB in the menus as each menu can have its own history remembering a 
different command whereas
'g' can only remember one command - the most recent.  That's important.  
Users here have a mentality burned into their skulls from those other software 
that they have to make
lots of keyboard shortcuts and toolbars to get anything done.  Introducing 
something like a MMB is a revelation as it's both simple and powerful.

What should also be conveyed is that when artists feel like they have to 
make lots of keyboard shortcuts and toolbars, they often tend to start dabbling 
in scripting to make
those customizations.  Artist code tends to be a frequent cause of fires I 
have to exterminate and generally a waste of my time as a TD.  If artists have 
these nice UI workflow
touches such as MMB to repeat, they're less inclined to write crappy code 
which means fewer fires to fight and more focus on productivity not only for 
the artists, but also for
me as it allows me to spend more time focusing on writing tools which can 
provide bigger impact than quickie buttons.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 12:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind ml...@carbinestudios.com wrote:
  Here at Carbine, users like the MMB to repeat a menu command.  It's 
popular.  They're not as fond of tear off menus.  They don't hate tear off menus, 
but given the choice
they'll use a custom key as 1st option, custom toolbar as 2nd option, and 
tear off menu as last option.  The issue being that tear off menus don't allow 
for customized menus.
You only get the existing menu structure in a different place.
 
  What users want is clutter free and minimal effort to execute commands 
or a series of commands.  Tear off menus are good for situations where the entire 
menu

Re: humanize Maya, SOFT top 5

2014-03-29 Thread Martin Yara
 means fewer fires to fight and more focus on productivity not
 only for the artists, but also for
 me as it allows me to spend more time focusing on writing tools
 which can provide bigger impact than quickie buttons.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Wednesday, March 26, 2014 12:25 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind ml...@carbinestudios.com
 wrote:
   Here at Carbine, users like the MMB to repeat a menu command.
  It's popular.  They're not as fond of tear off menus.  They don't hate
 tear off menus, but given the choice
 they'll use a custom key as 1st option, custom toolbar as 2nd
 option, and tear off menu as last option.  The issue being that tear off
 menus don't allow for customized menus.
 You only get the existing menu structure in a different place.
  
   What users want is clutter free and minimal effort to execute
 commands or a series of commands.  Tear off menus are good for situations
 where the entire menu is a custom
 menu of commands like a custom toolbar would be, and the commands in
 that menu are very closely related to the task at hand.  If the menu is
 full of built-in commands, they're
 less liked because usually the user only cares about one or two
 tools in the menu but is stuck having to take all of them as part of the
 package deal resulting in clutter.  For
 example, go to the property menu and you have entries for
 visibility, display, etc..., but also a lot of unrelated tools such as
 rendermap or gator.  It's a very tall menu but
 the user only wants 3 or 4 items out of 30.  If tear off menus
 allowed individual items to be torn off and merged into a toolbar, then
 that would be ideal.
  
   Implementing MMB to repeat a command in a menu would be a popular
 move.

 that's OK, but that's in Softimage.  The bit that's not obvious is
 whether someone using Maya needs a MMB, that's what my post is meant to be
 about.
 In Maya, you can even hold shift+ctrl while selecting a menu to make
 it a button the shelf.  (Doing the same thing in Softimage would be a
 pain) You'll be working differently, have different reflexes.






Re: humanize Maya, SOFT top 5

2014-03-28 Thread Ed Manning
On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com wrote:

 I've just tried it and you can rotate the pivot without any scripts. Just
 press insert and the you get a small blue widget to rotate the pivot from.


So for Maya on Mac OC you're SOL?


Re: humanize Maya, SOFT top 5

2014-03-28 Thread Eric Thivierge
Is it an actual workstation or a laptop workstation? If it's the actual 
workstation, did you have to strap it to a mule and walk it through the 
subways? haha


On Friday, March 28, 2014 10:00:40 AM, Ed Manning wrote:



No kidding. that's why I've brought in my own workstation running
Windows.  And Softimage.





RE: humanize Maya, SOFT top 5

2014-03-28 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
That's probably not the rotate pivot. Hit the E key to display the Rotate tool 
and my guess will be that you will see that the Rotate orientation is 
unchanged. This should be reflected in the Channel editor as well.

This appears to be a reorientation of the manipulator, not the object's rotate 
pivot. What the original poster was asking for was the ability to alter 
Orientation(the angle of the object's centre) without altering the 
position/orientation of the object's geometry relative to world space. In other 
words he wants to do what he can do in Soft, which is to select the center and 
simply rotate it and see an inverse rotation occur to the geometry when they 
return to Object.

In Maya this appears to be a tool to assist in manipulator behavior, but does 
not appear to affect the actual rotate pivot. For example If you hit key 
W(Translate) or key R(Scale) then hit the Insert key you will see the blue 
switch icon appear. When you hit the icon it changes the manipulator to a 
rotation manipulator but is only affecting the Translate pivot. Same with Scale 
and scale pivot. But if you hit E(Rotate) and try hitting insert, it will 
convert to the Rotate Pivot but give you no switch to rotate the Rotate Pivot.

To make matters worse in 2014 there is a new feature in the Modeling Toolkit 
which claims to allow pivot adjustments through the MTK transform options. But 
this only looks to permit adjustments  to a secondary custom component 
manipulator which is only available through the Modeling Toolkit. Once you 
exit the Modeling toolkit none of the adjustments appear to be carried back to 
the pivot point, rotate pivot or scale pivot. However, when returning to the 
MTK it does appear to remember those adjustments made within the MTK. Mind you 
these are only component pivots apparently being adjusted here, not the object 
pivot which is what the original posting was about.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Friday, March 28, 2014 8:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

I've just tried it and you can rotate the pivot without any scripts. Just press 
insert and the you get a small blue widget to rotate the pivot from.

On 28 March 2014 09:13, Gaël Honorez g...@nozon.commailto:g...@nozon.com 
wrote:
Kind of the same topic, Maya is the only software we are using that can't read 
EXR file natively (it requires a plugin), and even more dramatic, a plugin you 
have to modify  compile so they are read correctly (linear - sRGB).


On 27/03/2014 19:53, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:
It goes back to the late 90s actually. Everyone migrating from TAV didn't 
really have a sense for this being something they should have. New users we're 
just without reference. Everyone else who knew better wrote MEL scripts to 
compensate for the shortcomings.

The weird thing is that the term rotate pivot to us is an action. To Maya 
users it is a thing, a noun if you will. A separate pivot.

To make matters even weirder, it appears you can alter the rotation of the 
translation manipulator and scale manipulator through the pivot tool, but it 
only affects the way that translation and scale works through their pivots, not 
the rotate pivot itself. For example, select an object, select translate 
manipulator, hit the insert key, look for the cyan keyhole icon on the screen. 
Clicking on this will allow you to rotate the translate pivot, but not the 
rotate pivot. Same with scale.

This action looks to be affecting only the manipulator, as all new objects get 
the same adjusted manipulator orientation.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: Thursday, March 27, 2014 2:34 PM
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

oh and try to search rotate pivot in the docs. Good Luck trying to find a way 
to do it! I had to go to the forums and I see complaints about this from Maya 
users going back to 2006. I really want to curse on here. #$%

On Thu, Mar 27, 2014 at 1:34 PM, Martin 
furik...@gmail.commailto:furik...@gmail.com wrote:
yeah, afaik you can only rotate the rotation axis of your rotation pivot.

Martin
Sent from my iPhone

Re: humanize Maya, SOFT top 5

2014-03-28 Thread Martin Yara
Maya has 3 pivots that are not synchronized.

With insert or keep pressing D you can rotate the translation one and the
scale one (separately), and with the ? mark you can rotate the rotation one.

Inside the Translation and Scale tool you have a Custom axis orientation,
this is your pivot orientation. So these 2 pivots are tool based.

For Rotation you have the Rotate Axis in the Attribute Editor of the object.

Now you want all 3 to have the same angle ? good luck.

And pivots in Maya are not the same as Centers in SI, but more like SI
pivots. To be honest I don't know exactly how to use SI pivot rotation
values.

The Parent workaround is to rotate the object Center. I don't think Maya
uses this concept or terminology, does it? and I don't know any way to
manipulate directly the object center either.


Martin


On Fri, Mar 28, 2014 at 11:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  That's probably not the rotate pivot. Hit the E key to display the
 Rotate tool and my guess will be that you will see that the Rotate
 orientation is unchanged. This should be reflected in the Channel editor as
 well.



 This appears to be a reorientation of the manipulator, not the object's
 rotate pivot. What the original poster was asking for was the ability to
 alter Orientation(the angle of the object's centre) without altering the
 position/orientation of the object's geometry relative to world space. In
 other words he wants to do what he can do in Soft, which is to select the
 center and simply rotate it and see an inverse rotation occur to the
 geometry when they return to Object.



 In Maya this appears to be a tool to assist in manipulator behavior, but
 does not appear to affect the actual rotate pivot. For example If you hit
 key W(Translate) or key R(Scale) then hit the Insert key you will see the
 blue switch icon appear. When you hit the icon it changes the manipulator
 to a rotation manipulator but is only affecting the Translate pivot. Same
 with Scale and scale pivot. But if you hit E(Rotate) and try hitting
 insert, it will convert to the Rotate Pivot but give you no switch to
 rotate the Rotate Pivot.



 To make matters worse in 2014 there is a new feature in the Modeling
 Toolkit which claims to allow pivot adjustments through the MTK transform
 options. But this only looks to permit adjustments  to a secondary custom
 component manipulator which is only available through the Modeling
 Toolkit. Once you exit the Modeling toolkit none of the adjustments appear
 to be carried back to the pivot point, rotate pivot or scale pivot.
 However, when returning to the MTK it does appear to remember those
 adjustments made within the MTK. Mind you these are only component pivots
 apparently being adjusted here, not the object pivot which is what the
 original posting was about.





 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Friday, March 28, 2014 8:43 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: humanize Maya, SOFT top 5



 I've just tried it and you can rotate the pivot without any scripts. Just
 press insert and the you get a small blue widget to rotate the pivot from.



 On 28 March 2014 09:13, Gaël Honorez g...@nozon.com wrote:

 Kind of the same topic, Maya is the only software we are using that can't
 read EXR file natively (it requires a plugin), and even more dramatic, a
 plugin you have to modify  compile so they are read correctly (linear -
 sRGB).



 On 27/03/2014 19:53, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

  It goes back to the late 90s actually. Everyone migrating from TAV
 didn't really have a sense for this being something they should have. New
 users we're just without reference. Everyone else who knew better wrote MEL
 scripts to compensate for the shortcomings.



 The weird thing is that the term rotate pivot to us is an action. To
 Maya users it is a thing, a noun if you will. A separate pivot.



 To make matters even weirder, it appears you can alter the rotation of the
 translation manipulator and scale manipulator through the pivot tool, but
 it only affects the way that translation and scale works through their
 pivots, not the rotate pivot itself. For example, select an object, select
 translate manipulator, hit the insert key, look for the cyan keyhole icon
 on the screen. Clicking on this will allow you to rotate the translate
 pivot, but not the rotate pivot. Same with scale.



 This action looks to be affecting only the manipulator, as all new objects
 get the same adjusted manipulator orientation.





 --

 Joey

Re: humanize Maya, SOFT top 5

2014-03-28 Thread Eric Thivierge

Your first problem is that you're using a Mac. :P

On Friday, March 28, 2014 9:53:52 AM, Ed Manning wrote:

On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com
mailto:cgc...@gmail.com wrote:

I've just tried it and you can rotate the pivot without any
scripts. Just press insert and the you get a small blue widget
to rotate the pivot from.


So for Maya on Mac OC you're SOL?




Re: humanize Maya, SOFT top 5

2014-03-28 Thread John Richard Sanchez
Exactly martin. DOES not matter if you are on PC/ Mac/ Linux/ SGI/ etc
Maya just sucks.The best you can do is hit a y button and go to local
rotation axis and change in attribute editor. BUT good luck trying to make
an object center move AND rotate the way you want.


On Fri, Mar 28, 2014 at 11:26 AM, Martin Yara furik...@gmail.com wrote:

 Maya has 3 pivots that are not synchronized.

 With insert or keep pressing D you can rotate the translation one and the
 scale one (separately), and with the ? mark you can rotate the rotation one.

 Inside the Translation and Scale tool you have a Custom axis
 orientation, this is your pivot orientation. So these 2 pivots are tool
 based.

 For Rotation you have the Rotate Axis in the Attribute Editor of the
 object.

 Now you want all 3 to have the same angle ? good luck.

 And pivots in Maya are not the same as Centers in SI, but more like SI
 pivots. To be honest I don't know exactly how to use SI pivot rotation
 values.

 The Parent workaround is to rotate the object Center. I don't think Maya
 uses this concept or terminology, does it? and I don't know any way to
 manipulate directly the object center either.


 Martin


 On Fri, Mar 28, 2014 at 11:43 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  That's probably not the rotate pivot. Hit the E key to display the
 Rotate tool and my guess will be that you will see that the Rotate
 orientation is unchanged. This should be reflected in the Channel editor as
 well.



 This appears to be a reorientation of the manipulator, not the object's
 rotate pivot. What the original poster was asking for was the ability to
 alter Orientation(the angle of the object's centre) without altering the
 position/orientation of the object's geometry relative to world space. In
 other words he wants to do what he can do in Soft, which is to select the
 center and simply rotate it and see an inverse rotation occur to the
 geometry when they return to Object.



 In Maya this appears to be a tool to assist in manipulator behavior, but
 does not appear to affect the actual rotate pivot. For example If you hit
 key W(Translate) or key R(Scale) then hit the Insert key you will see the
 blue switch icon appear. When you hit the icon it changes the manipulator
 to a rotation manipulator but is only affecting the Translate pivot. Same
 with Scale and scale pivot. But if you hit E(Rotate) and try hitting
 insert, it will convert to the Rotate Pivot but give you no switch to
 rotate the Rotate Pivot.



 To make matters worse in 2014 there is a new feature in the Modeling
 Toolkit which claims to allow pivot adjustments through the MTK transform
 options. But this only looks to permit adjustments  to a secondary custom
 component manipulator which is only available through the Modeling
 Toolkit. Once you exit the Modeling toolkit none of the adjustments appear
 to be carried back to the pivot point, rotate pivot or scale pivot.
 However, when returning to the MTK it does appear to remember those
 adjustments made within the MTK. Mind you these are only component pivots
 apparently being adjusted here, not the object pivot which is what the
 original posting was about.





 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Friday, March 28, 2014 8:43 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: humanize Maya, SOFT top 5



 I've just tried it and you can rotate the pivot without any scripts. Just
 press insert and the you get a small blue widget to rotate the pivot from.



 On 28 March 2014 09:13, Gaël Honorez g...@nozon.com wrote:

 Kind of the same topic, Maya is the only software we are using that can't
 read EXR file natively (it requires a plugin), and even more dramatic, a
 plugin you have to modify  compile so they are read correctly (linear -
 sRGB).



 On 27/03/2014 19:53, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:

  It goes back to the late 90s actually. Everyone migrating from TAV
 didn't really have a sense for this being something they should have. New
 users we're just without reference. Everyone else who knew better wrote MEL
 scripts to compensate for the shortcomings.



 The weird thing is that the term rotate pivot to us is an action. To
 Maya users it is a thing, a noun if you will. A separate pivot.



 To make matters even weirder, it appears you can alter the rotation of
 the translation manipulator and scale manipulator through the pivot tool,
 but it only affects the way that translation and scale works through their
 pivots, not the rotate pivot itself. For example, select

Re: humanize Maya, SOFT top 5

2014-03-28 Thread Luc-Eric Rousseau
On Fri, Mar 28, 2014 at 9:53 AM, Ed Manning etmth...@gmail.com wrote:
 On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com wrote:

 I've just tried it and you can rotate the pivot without any scripts. Just
 press insert and the you get a small blue widget to rotate the pivot from.


 So for Maya on Mac OC you're SOL?

Can we have a little more faith here?  :P

On the Mac, pivot manipulation is on the Home key.  On a mac laptop
keyboard, the home key is FN+left arrow


Re: humanize Maya, SOFT top 5

2014-03-28 Thread Ed Manning
On Fri, Mar 28, 2014 at 9:55 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Your first problem is that you're using a Mac. :P


 On Friday, March 28, 2014 9:53:52 AM, Ed Manning wrote:

 On Fri, Mar 28, 2014 at 8:43 AM, Cristobal Infante cgc...@gmail.com
 mailto:cgc...@gmail.com wrote:

 I've just tried it and you can rotate the pivot without any
 scripts. Just press insert and the you get a small blue widget
 to rotate the pivot from.


 So for Maya on Mac OC you're SOL?


No kidding. that's why I've brought in my own workstation running Windows.
 And Softimage.


Re: humanize Maya, SOFT top 5

2014-03-27 Thread Tim Leydecker

Can I trade the MMB functionality against the M key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the M key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using U/T/E with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.



On 27.03.2014 00:45, Luc-Eric Rousseau wrote:

We are keeping MMB Repeat under consideration for Maya, thanks all for the 
feedback.

On Wednesday, March 26, 2014, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:

I fully understood what your post was about, Luc-Eric.

What I stated is what many users here liked MMB upon learning about it as, 
other than myself and one other person, nobody had used Softimage before.  They 
had all come from
3DSMax and/or Maya.  Many of them have commented they wish the MMB feature 
was in Maya as it's simple, intuitive, and saves repetitive work freeing up a 
spot or two on the
keyboard for something else.  While you can use 'g' in Maya, it's not the 
same as MMB in the menus as each menu can have its own history remembering a 
different command whereas
'g' can only remember one command - the most recent.  That's important.  
Users here have a mentality burned into their skulls from those other software 
that they have to make
lots of keyboard shortcuts and toolbars to get anything done.  Introducing 
something like a MMB is a revelation as it's both simple and powerful.

What should also be conveyed is that when artists feel like they have to 
make lots of keyboard shortcuts and toolbars, they often tend to start dabbling 
in scripting to make
those customizations.  Artist code tends to be a frequent cause of fires I 
have to exterminate and generally a waste of my time as a TD.  If artists have 
these nice UI workflow
touches such as MMB to repeat, they're less inclined to write crappy code 
which means fewer fires to fight and more focus on productivity not only for 
the artists, but also for
me as it allows me to spend more time focusing on writing tools which can 
provide bigger impact than quickie buttons.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 12:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind ml...@carbinestudios.com wrote:
  Here at Carbine, users like the MMB to repeat a menu command.  It's 
popular.  They're not as fond of tear off menus.  They don't hate tear off menus, 
but given the choice
they'll use a custom key as 1st option, custom toolbar as 2nd option, and 
tear off menu as last option.  The issue being that tear off menus don't allow 
for customized menus.
You only get the existing menu structure in a different place.
 
  What users want is clutter free and minimal effort to execute commands 
or a series of commands.  Tear off menus are good for situations where the entire 
menu is a custom
menu of commands like a custom toolbar would be, and the commands in that 
menu are very closely related to the task at hand.  If the menu is full of 
built-in commands, they're
less liked because usually the user only cares about one or two tools in 
the menu but is stuck having to take all of them as part of the package deal 
resulting in clutter.  For
example, go to the property menu and you have entries for visibility, 
display, etc..., but also a lot of unrelated tools such as rendermap or gator.  
It's a very tall menu but
the user only wants 3 or 4 items out of 30.  If tear off menus allowed 
individual items to be torn off and merged into a toolbar, then that would be 
ideal.
 
  Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is whether 
someone using Maya needs a MMB, that's what my post is meant to be about

RE: humanize Maya, SOFT top 5

2014-03-27 Thread Sofronis Efstathiou
Yes! Agreed!

-Original Message-
From: Tim Leydecker [bauero...@gmx.de]
Received: Thursday, 27 Mar 2014, 6:49AM
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: humanize Maya, SOFT top 5

Can I trade the MMB functionality against the M key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the M key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using U/T/E with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.



On 27.03.2014 00:45, Luc-Eric Rousseau wrote:
 We are keeping MMB Repeat under consideration for Maya, thanks all for the 
 feedback.

 On Wednesday, March 26, 2014, Matt Lind ml...@carbinestudios.com 
 mailto:ml...@carbinestudios.com wrote:

 I fully understood what your post was about, Luc-Eric.

 What I stated is what many users here liked MMB upon learning about it 
 as, other than myself and one other person, nobody had used Softimage before. 
  They had all come from
 3DSMax and/or Maya.  Many of them have commented they wish the MMB 
 feature was in Maya as it's simple, intuitive, and saves repetitive work 
 freeing up a spot or two on the
 keyboard for something else.  While you can use 'g' in Maya, it's not the 
 same as MMB in the menus as each menu can have its own history remembering a 
 different command whereas
 'g' can only remember one command - the most recent.  That's important.  
 Users here have a mentality burned into their skulls from those other 
 software that they have to make
 lots of keyboard shortcuts and toolbars to get anything done.  
 Introducing something like a MMB is a revelation as it's both simple and 
 powerful.

 What should also be conveyed is that when artists feel like they have to 
 make lots of keyboard shortcuts and toolbars, they often tend to start 
 dabbling in scripting to make
 those customizations.  Artist code tends to be a frequent cause of fires 
 I have to exterminate and generally a waste of my time as a TD.  If artists 
 have these nice UI workflow
 touches such as MMB to repeat, they're less inclined to write crappy code 
 which means fewer fires to fight and more focus on productivity not only for 
 the artists, but also for
 me as it allows me to spend more time focusing on writing tools which can 
 provide bigger impact than quickie buttons.


 Matt




 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau
 Sent: Wednesday, March 26, 2014 12:25 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind ml...@carbinestudios.com 
 wrote:
   Here at Carbine, users like the MMB to repeat a menu command.  It's 
 popular.  They're not as fond of tear off menus.  They don't hate tear off 
 menus, but given the choice
 they'll use a custom key as 1st option, custom toolbar as 2nd option, and 
 tear off menu as last option.  The issue being that tear off menus don't 
 allow for customized menus.
 You only get the existing menu structure in a different place.
  
   What users want is clutter free and minimal effort to execute commands 
 or a series of commands.  Tear off menus are good for situations where the 
 entire menu is a custom
 menu of commands like a custom toolbar would be, and the commands in that 
 menu are very closely related to the task at hand.  If the menu is full of 
 built-in commands, they're
 less liked because usually the user only cares about one or two tools in 
 the menu but is stuck having to take all of them as part of the package deal 
 resulting in clutter.  For
 example, go to the property menu and you have entries for visibility, 
 display, etc..., but also a lot of unrelated tools such as rendermap or 
 gator.  It's a very tall menu but
 the user only wants 3 or 4 items out of 30.  If tear off menus allowed 
 individual items to be torn

RE: humanize Maya, SOFT top 5

2014-03-27 Thread Szabolcs Matefy
A little good thing in the disaster that ex-Softimage developers are sitting 
now in the development team

I think a well prepared poll could help your work

Make sure, that all feature that is exclusive to Softimage is present in the 
list, like GATOR, Sticky/Supra Key, MMB for last menu command, Snapping System 
with ALT key pivot manipulation, animation icons (feedback on keys, animation 
types), etc.

Make then sure, that you can separate the user feedback based upon their area 
of work (like VFX, films, games, ads, etc)

Then you will get a really good overview of what is essential to inject into 
Maya.

Good luck guys. It's hard task. And to quote Lord Farquaad: Some of yoy may 
die, but that is a sacrifice I am willing to make! :)



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Thursday, March 27, 2014 12:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

We are keeping MMB Repeat under consideration for Maya, thanks all for the 
feedback.

On Wednesday, March 26, 2014, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
I fully understood what your post was about, Luc-Eric.

What I stated is what many users here liked MMB upon learning about it as, 
other than myself and one other person, nobody had used Softimage before.  They 
had all come from 3DSMax and/or Maya.  Many of them have commented they wish 
the MMB feature was in Maya as it's simple, intuitive, and saves repetitive 
work freeing up a spot or two on the keyboard for something else.  While you 
can use 'g' in Maya, it's not the same as MMB in the menus as each menu can 
have its own history remembering a different command whereas 'g' can only 
remember one command - the most recent.  That's important.  Users here have a 
mentality burned into their skulls from those other software that they have to 
make lots of keyboard shortcuts and toolbars to get anything done.  Introducing 
something like a MMB is a revelation as it's both simple and powerful.

What should also be conveyed is that when artists feel like they have to make 
lots of keyboard shortcuts and toolbars, they often tend to start dabbling in 
scripting to make those customizations.  Artist code tends to be a frequent 
cause of fires I have to exterminate and generally a waste of my time as a TD.  
If artists have these nice UI workflow touches such as MMB to repeat, they're 
less inclined to write crappy code which means fewer fires to fight and more 
focus on productivity not only for the artists, but also for me as it allows me 
to spend more time focusing on writing tools which can provide bigger impact 
than quickie buttons.


Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.comjavascript:; 
[mailto:softimage-boun...@listproc.autodesk.comjavascript:;] On Behalf Of 
Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 12:25 PM
To: softimage@listproc.autodesk.comjavascript:;
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind 
ml...@carbinestudios.comjavascript:; wrote:
 Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
 They're not as fond of tear off menus.  They don't hate tear off menus, but 
 given the choice they'll use a custom key as 1st option, custom toolbar as 
 2nd option, and tear off menu as last option.  The issue being that tear off 
 menus don't allow for customized menus. You only get the existing menu 
 structure in a different place.

 What users want is clutter free and minimal effort to execute commands or a 
 series of commands.  Tear off menus are good for situations where the entire 
 menu is a custom menu of commands like a custom toolbar would be, and the 
 commands in that menu are very closely related to the task at hand.  If the 
 menu is full of built-in commands, they're less liked because usually the 
 user only cares about one or two tools in the menu but is stuck having to 
 take all of them as part of the package deal resulting in clutter.  For 
 example, go to the property menu and you have entries for visibility, 
 display, etc..., but also a lot of unrelated tools such as rendermap or 
 gator.  It's a very tall menu but the user only wants 3 or 4 items out of 30. 
  If tear off menus allowed individual items to be torn off and merged into a 
 toolbar, then that would be ideal.

 Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is whether 
someone using Maya needs a MMB, that's what my post is meant to be about.
In Maya, you can even hold shift+ctrl while selecting a menu to make it a 
button the shelf.  (Doing the same thing in Softimage would be a
pain) You'll be working differently, have different reflexes.



Re: humanize Maya, SOFT top 5

2014-03-27 Thread Martin Yara
Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage
Move Tool. And it is IMHO the best addition Maya has had in the last few
years from a Modeler POV. I mean it is now pretty close to Softimage
(without the

The GUI is not as simple and straight forward as the M key, but it does the
job done and I guess a simple script to change the options automatically
and assign it to a hotkey may do the trick.

- Move Tool
Select your object, Active Multi-Component in the MTK, press W to change
the mode to Translate,  Activate Tweak/Marquee option and now you have your
Move Tool.

- Slide Components
If you want to slide like the magnet tool, Change the Transform
Constraints. I asked this in another thread.

- Weld point
Although you have the Merge Vertex Tool for this, MTK has also it's own
Target Weld. Pretty similar to the M key + weld, but this one works with
edges too.

- Split Edges
The equivalent to Split Edge would be MTK Connect, MMB to control the
number of segments. The same Connect tool has an option of Slide that would
be the equivalent to Split Edge with split Control (slide with MMB).

- Raycast
This MTK also has a selection mode with a Raycast Option that would work
just like SI raycast.

The good thing is that now with MTK, unlike the previous Maya preferences,
you can select backfaces that you are seeing in wireframe mode ala
Softimage.

The problem with the Raycast/Marquee option is that the Marquee only works
if you start to drag outside the object. So if you want to do a drag select
a bunch of polygons in the center of your object just like you could with
Lasso or Raycast Rectangle in SI, you can't. You'll have to do it with a
Raycast.

I miss SI Lasso tool.


Martin




On Thu, Mar 27, 2014 at 3:48 PM, Tim Leydecker bauero...@gmx.de wrote:

 Can I trade the MMB functionality against the M key workflow?

 Personally, I don´t use MMB much because when modeling, I will usually
 resort to using either the M key or rick-clicking to access polygon
 operations.

 Sliding a component (selection) around on a polygon surface is a wonderful
 feature
 in Softimage.

 I would say that using a combination of variations of the M key settings,
 add edge,
 and extrude is covering 65% of my work for modeling, with a Split Edge
 (with split control)
 here and there. I tend to model my bevels due to legacy shortcomings in
 tools.

 A good 15% is the ease of using U/T/E with raycast perference
 options that prevent
 selecting unwanted (backfaced) areas.

 10% is viewport interaction. Tumbling around and view modes.

 10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

 Using wheighting edges in subD models I refuse to use until it is
 consistenly supported
 in something as reliable as a blank *.obj format in any other app
 available.

 There´s no point in wheighting a (subD style) edge hardness when you
 realize you can´t import/export it anywhere
 like that.

 Cheers,

 tim

 P.S: Merging vertices in Maya is nicer, with it´s treshhold options.




RE: humanize Maya, SOFT top 5

2014-03-27 Thread Brent McPherson
Great summary Martin but I'd like to add two little timesaving tips:

1) Tab hotkey temporarily activates raycast selection mode

2) Backtick hotkey (the key above Tab) temporarily activates tweak mode

--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: 27 March 2014 09:53
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
Move Tool. And it is IMHO the best addition Maya has had in the last few years 
from a Modeler POV. I mean it is now pretty close to Softimage (without the

The GUI is not as simple and straight forward as the M key, but it does the job 
done and I guess a simple script to change the options automatically and assign 
it to a hotkey may do the trick.

- Move Tool
Select your object, Active Multi-Component in the MTK, press W to change the 
mode to Translate,  Activate Tweak/Marquee option and now you have your Move 
Tool.

- Slide Components
If you want to slide like the magnet tool, Change the Transform Constraints. I 
asked this in another thread.

- Weld point
Although you have the Merge Vertex Tool for this, MTK has also it's own Target 
Weld. Pretty similar to the M key + weld, but this one works with edges too.

- Split Edges
The equivalent to Split Edge would be MTK Connect, MMB to control the number of 
segments. The same Connect tool has an option of Slide that would be the 
equivalent to Split Edge with split Control (slide with MMB).

- Raycast
This MTK also has a selection mode with a Raycast Option that would work just 
like SI raycast.

The good thing is that now with MTK, unlike the previous Maya preferences, you 
can select backfaces that you are seeing in wireframe mode ala Softimage.

The problem with the Raycast/Marquee option is that the Marquee only works if 
you start to drag outside the object. So if you want to do a drag select a 
bunch of polygons in the center of your object just like you could with Lasso 
or Raycast Rectangle in SI, you can't. You'll have to do it with a Raycast.

I miss SI Lasso tool.


Martin



On Thu, Mar 27, 2014 at 3:48 PM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Can I trade the MMB functionality against the M key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the M key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using U/T/E with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.

attachment: winmail.dat

RE: humanize Maya, SOFT top 5

2014-03-27 Thread Szabolcs Matefy
Guys, I'm now using maya to find out the major differences...

Bevel tool - how on Earth I can bevel a bunch of polygons with beveling their 
common edges???!?!!!?!???!?!?!?!!!!

Connect tool - how on Earth I can change the number of segments connecting 
edges after the tool is applied!???

Etc.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Brent McPherson
Sent: Thursday, March 27, 2014 11:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: humanize Maya, SOFT top 5

Great summary Martin but I'd like to add two little timesaving tips:

1) Tab hotkey temporarily activates raycast selection mode

2) Backtick hotkey (the key above Tab) temporarily activates tweak mode

--
Brent

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: 27 March 2014 09:53
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
Move Tool. And it is IMHO the best addition Maya has had in the last few years 
from a Modeler POV. I mean it is now pretty close to Softimage (without the

The GUI is not as simple and straight forward as the M key, but it does the job 
done and I guess a simple script to change the options automatically and assign 
it to a hotkey may do the trick.

- Move Tool
Select your object, Active Multi-Component in the MTK, press W to change the 
mode to Translate,  Activate Tweak/Marquee option and now you have your Move 
Tool.

- Slide Components
If you want to slide like the magnet tool, Change the Transform Constraints. I 
asked this in another thread.

- Weld point
Although you have the Merge Vertex Tool for this, MTK has also it's own Target 
Weld. Pretty similar to the M key + weld, but this one works with edges too.

- Split Edges
The equivalent to Split Edge would be MTK Connect, MMB to control the number of 
segments. The same Connect tool has an option of Slide that would be the 
equivalent to Split Edge with split Control (slide with MMB).

- Raycast
This MTK also has a selection mode with a Raycast Option that would work just 
like SI raycast.

The good thing is that now with MTK, unlike the previous Maya preferences, you 
can select backfaces that you are seeing in wireframe mode ala Softimage.

The problem with the Raycast/Marquee option is that the Marquee only works if 
you start to drag outside the object. So if you want to do a drag select a 
bunch of polygons in the center of your object just like you could with Lasso 
or Raycast Rectangle in SI, you can't. You'll have to do it with a Raycast.

I miss SI Lasso tool.


Martin



On Thu, Mar 27, 2014 at 3:48 PM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
Can I trade the MMB functionality against the M key workflow?

Personally, I don´t use MMB much because when modeling, I will usually
resort to using either the M key or rick-clicking to access polygon 
operations.

Sliding a component (selection) around on a polygon surface is a wonderful 
feature
in Softimage.

I would say that using a combination of variations of the M key settings, add 
edge,
and extrude is covering 65% of my work for modeling, with a Split Edge (with 
split control)
here and there. I tend to model my bevels due to legacy shortcomings in tools.

A good 15% is the ease of using U/T/E with raycast perference options 
that prevent
selecting unwanted (backfaced) areas.

10% is viewport interaction. Tumbling around and view modes.

10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

Using wheighting edges in subD models I refuse to use until it is consistenly 
supported
in something as reliable as a blank *.obj format in any other app available.

There´s no point in wheighting a (subD style) edge hardness when you realize 
you can´t import/export it anywhere
like that.

Cheers,

tim

P.S: Merging vertices in Maya is nicer, with it´s treshhold options.



Re: humanize Maya, SOFT top 5

2014-03-27 Thread Martin Yara
Oops I pressed send too soon. I meant it is now pretty close to Softimage
but without the non destructive workflow (edit topology without breaking
your weights) which is a huge difference but still modeling is better than
a few years ago.

Thanks Brent for those tips !
I don't think the backtick is usable in a japanese keyboard though. I can't
find the japanese equivalent.

Martin


On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.com wrote:

 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the





Re: humanize Maya, SOFT top 5

2014-03-27 Thread Peter Agg
A couple of things form someone making the transition:

1. The script editor dumping my script once its been run is very painful
2. This might just be a linux thing - but if I have, say, a muscle weights
menu open, I have to select something in the viewport before I can adjust
brush size etc
3. Not every impressed by the muscle weight paint tools so far - I can't
work out a way to easily see the selected muscle through the mesh while
painting and not being able to see the weights in XSI's 'everything in all
the colours' style - would be good to have a similar option. On first
glance the skinning tools are a bit nicer, at least.
4. Easily locking and tearing off channel boxes and attribute tabs would be
immensely handy - I'm very used to having the mute envelope box around (for
example), or being able to easily compare two object's attributes.

I know the voxel weighting is coming in 2015, fingers crossed that the
weight painting process is improved as well (not that Soft's couldn't have
had extensive work done to it either, of course). I'll probably reserve
comment until I've had a play with that.




On 27 March 2014 09:52, Martin Yara furik...@gmail.com wrote:

 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the

 The GUI is not as simple and straight forward as the M key, but it does
 the job done and I guess a simple script to change the options
 automatically and assign it to a hotkey may do the trick.

 - Move Tool
 Select your object, Active Multi-Component in the MTK, press W to change
 the mode to Translate,  Activate Tweak/Marquee option and now you have your
 Move Tool.

 - Slide Components
 If you want to slide like the magnet tool, Change the Transform
 Constraints. I asked this in another thread.

 - Weld point
 Although you have the Merge Vertex Tool for this, MTK has also it's own
 Target Weld. Pretty similar to the M key + weld, but this one works with
 edges too.

 - Split Edges
 The equivalent to Split Edge would be MTK Connect, MMB to control the
 number of segments. The same Connect tool has an option of Slide that would
 be the equivalent to Split Edge with split Control (slide with MMB).

 - Raycast
 This MTK also has a selection mode with a Raycast Option that would work
 just like SI raycast.

 The good thing is that now with MTK, unlike the previous Maya preferences,
 you can select backfaces that you are seeing in wireframe mode ala
 Softimage.

 The problem with the Raycast/Marquee option is that the Marquee only works
 if you start to drag outside the object. So if you want to do a drag select
 a bunch of polygons in the center of your object just like you could with
 Lasso or Raycast Rectangle in SI, you can't. You'll have to do it with a
 Raycast.

 I miss SI Lasso tool.


 Martin




 On Thu, Mar 27, 2014 at 3:48 PM, Tim Leydecker bauero...@gmx.de wrote:

 Can I trade the MMB functionality against the M key workflow?

 Personally, I don´t use MMB much because when modeling, I will usually
 resort to using either the M key or rick-clicking to access polygon
 operations.

 Sliding a component (selection) around on a polygon surface is a
 wonderful feature
 in Softimage.

 I would say that using a combination of variations of the M key settings,
 add edge,
 and extrude is covering 65% of my work for modeling, with a Split Edge
 (with split control)
 here and there. I tend to model my bevels due to legacy shortcomings in
 tools.

 A good 15% is the ease of using U/T/E with raycast perference
 options that prevent
 selecting unwanted (backfaced) areas.

 10% is viewport interaction. Tumbling around and view modes.

 10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-)

 Using wheighting edges in subD models I refuse to use until it is
 consistenly supported
 in something as reliable as a blank *.obj format in any other app
 available.

 There´s no point in wheighting a (subD style) edge hardness when you
 realize you can´t import/export it anywhere
 like that.

 Cheers,

 tim

 P.S: Merging vertices in Maya is nicer, with it´s treshhold options.




RE: humanize Maya, SOFT top 5

2014-03-27 Thread Brent McPherson
True, that has always been a problem with US-centric keyboard layouts and it 
always makes sense to do some basic personal customization for international 
keyboards...

P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick 
normally is!? I think I'll start calling it the Hawking key for lack of a 
better name. ;-)

http://markinns.com/articles/full/apple_keyboards
--
Brent


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
Sent: 27 March 2014 10:32
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Oops I pressed send too soon. I meant it is now pretty close to Softimage but 
without the non destructive workflow (edit topology without breaking your 
weights) which is a huge difference but still modeling is better than a few 
years ago.

Thanks Brent for those tips !
I don't think the backtick is usable in a japanese keyboard though. I can't 
find the japanese equivalent.

Martin

On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara 
furik...@gmail.commailto:furik...@gmail.com wrote:
Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
Move Tool. And it is IMHO the best addition Maya has had in the last few years 
from a Modeler POV. I mean it is now pretty close to Softimage (without the


attachment: winmail.dat

Re: humanize Maya, SOFT top 5

2014-03-27 Thread Peter Agg
Oh, and another one for my list: Maya's propensity for removing my
selection is also fairly annoying - simple things like toggling visibility
become a bit of a pain (of course the lack of a visibility toggle doesn't
help in the first place).


On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.comwrote:

 True, that has always been a problem with US-centric keyboard layouts and
 it always makes sense to do some basic personal customization for
 international keyboards...

 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
 normally is!? I think I'll start calling it the Hawking key for lack of a
 better name. ;-)

 http://markinns.com/articles/full/apple_keyboards
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 Sent: 27 March 2014 10:32
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 Oops I pressed send too soon. I meant it is now pretty close to Softimage
 but without the non destructive workflow (edit topology without breaking
 your weights) which is a huge difference but still modeling is better than
 a few years ago.

 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I
 can't find the japanese equivalent.

 Martin

 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.commailto:
 furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the





Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
So I got my first Maya job in years and here I am trying to figure out how
to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
can just move it. WTF


On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg peter@googlemail.com wrote:

 Oh, and another one for my list: Maya's propensity for removing my
 selection is also fairly annoying - simple things like toggling visibility
 become a bit of a pain (of course the lack of a visibility toggle doesn't
 help in the first place).


 On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.comwrote:

 True, that has always been a problem with US-centric keyboard layouts and
 it always makes sense to do some basic personal customization for
 international keyboards...

 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
 normally is!? I think I'll start calling it the Hawking key for lack of a
 better name. ;-)

 http://markinns.com/articles/full/apple_keyboards
 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 Sent: 27 March 2014 10:32
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 Oops I pressed send too soon. I meant it is now pretty close to Softimage
 but without the non destructive workflow (edit topology without breaking
 your weights) which is a huge difference but still modeling is better than
 a few years ago.

 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I
 can't find the japanese equivalent.

 Martin

 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.commailto:
 furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the






-- 
www.johnrichardsanchez.com


RE: humanize Maya, SOFT top 5

2014-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Create an empty group(null). Make sure it is still selected.

Set the null's rotation to the rotation that you want the object's pivot to be.

Make the object as a child to the null. Middle click drag and drop the object 
on the null in the outliner is the easiest way.

Open the new hierarchy and select only the object under the null, and not the 
null.

Execute Modify-Freeze Transformations( make sure at least the Freeze Rotate is 
selected in the option box)

Execute Edit-Unparent

The object will now have the pivot orientation you want. It may also have some 
transformGeometry history as well if you had construction history turned on.

Edit-Delete by Type-History if you want to get rid of it.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: Thursday, March 27, 2014 12:38 PM
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF

On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Oh, and another one for my list: Maya's propensity for removing my selection is 
also fairly annoying - simple things like toggling visibility become a bit of a 
pain (of course the lack of a visibility toggle doesn't help in the first 
place).

On 27 March 2014 11:07, Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
True, that has always been a problem with US-centric keyboard layouts and it 
always makes sense to do some basic personal customization for international 
keyboards...

P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick 
normally is!? I think I'll start calling it the Hawking key for lack of a 
better name. ;-)

http://markinns.com/articles/full/apple_keyboards
--
Brent


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Martin Yara
Sent: 27 March 2014 10:32
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5
Oops I pressed send too soon. I meant it is now pretty close to Softimage but 
without the non destructive workflow (edit topology without breaking your 
weights) which is a huge difference but still modeling is better than a few 
years ago.

Thanks Brent for those tips !
I don't think the backtick is usable in a japanese keyboard though. I can't 
find the japanese equivalent.

Martin
On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara 
furik...@gmail.commailto:furik...@gmail.commailto:furik...@gmail.commailto:furik...@gmail.com
 wrote:
Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
Move Tool. And it is IMHO the best addition Maya has had in the last few years 
from a Modeler POV. I mean it is now pretty close to Softimage (without the





--
www.johnrichardsanchez.comhttp://www.johnrichardsanchez.com


RE: humanize Maya, SOFT top 5

2014-03-27 Thread Andi Farhall
All of a sudden I feel sorry for Maya users.. 

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

From: j.ponthi...@nasa.gov
To: softimage@listproc.autodesk.com
Subject: RE: humanize Maya, SOFT top 5
Date: Thu, 27 Mar 2014 17:16:56 +









Create an empty group(null). Make sure it is still selected.
 
Set the null’s rotation to the rotation that you want the object’s pivot to be.
 
Make the object as a child to the null. Middle click drag and drop the object 
on the null in the outliner is the easiest way.
 
Open the new hierarchy and select only the object under the null, and not the 
null.
 
Execute Modify-Freeze Transformations( make sure at least the Freeze Rotate is 
selected in the option box)
 
Execute Edit-Unparent
 
The object will now have the pivot orientation you want. It may also have some 
transformGeometry history as well if you had construction history turned on.
 
Edit-Delete by Type-History if you want to get rid of it.
 
 
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.
 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of John Richard Sanchez

Sent: Thursday, March 27, 2014 12:38 PM

To: XSI List to post

Subject: Re: humanize Maya, SOFT top 5


 

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF


 

On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg peter@googlemail.com wrote:

Oh, and another one for my list: Maya's propensity for removing my selection is 
also fairly annoying - simple things like toggling visibility become a bit of a 
pain (of course the lack of a visibility toggle doesn't help in the first 
place).




 

On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.com wrote:
True, that has always been a problem with US-centric keyboard layouts and it 
always makes sense to do some basic personal customization for international 
keyboards...



P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick 
normally is!? I think I'll start calling it the Hawking key for lack of a 
better name. ;-)



http://markinns.com/articles/full/apple_keyboards

--

Brent





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf
 Of Martin Yara

Sent: 27 March 2014 10:32

To: 
softimage@listproc.autodesk.com

Subject: Re: humanize Maya, SOFT top 5


Oops I pressed send too soon. I meant it is now pretty close to Softimage but 
without the non destructive workflow (edit topology without breaking your 
weights) which is a huge difference but still modeling
 is better than a few years ago.



Thanks Brent for those tips !

I don't think the backtick is usable in a japanese keyboard though. I can't 
find the japanese equivalent.



Martin



On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara 
furik...@gmail.commailto:furik...@gmail.com wrote:

Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
Move Tool. And it is IMHO the best addition Maya has had in the last few years 
from a Modeler POV. I mean it is now pretty close to Softimage (without the







 









-- 

www.johnrichardsanchez.com



  

Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
Yes I did it finally. But I mean seriously I have to go through all that to
rotate a center This is what we are talking about. Poor poor Maya
users. :(


On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Create an empty group(null). Make sure it is still selected.



 Set the null's rotation to the rotation that you want the object's pivot
 to be.



 Make the object as a child to the null. Middle click drag and drop the
 object on the null in the outliner is the easiest way.



 Open the new hierarchy and select only the object under the null, and not
 the null.



 Execute Modify-Freeze Transformations( make sure at least the Freeze
 Rotate is selected in the option box)



 Execute Edit-Unparent



 The object will now have the pivot orientation you want. It may also have
 some transformGeometry history as well if you had construction history
 turned on.



 Edit-Delete by Type-History if you want to get rid of it.





 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
 Sanchez
 *Sent:* Thursday, March 27, 2014 12:38 PM
 *To:* XSI List to post

 *Subject:* Re: humanize Maya, SOFT top 5



 So I got my first Maya job in years and here I am trying to figure out how
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you
 can just move it. WTF



 On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg peter@googlemail.com
 wrote:

 Oh, and another one for my list: Maya's propensity for removing my
 selection is also fairly annoying - simple things like toggling visibility
 become a bit of a pain (of course the lack of a visibility toggle doesn't
 help in the first place).



 On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.com
 wrote:

 True, that has always been a problem with US-centric keyboard layouts and
 it always makes sense to do some basic personal customization for
 international keyboards...

 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
 normally is!? I think I'll start calling it the Hawking key for lack of a
 better name. ;-)

 http://markinns.com/articles/full/apple_keyboards

 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara

 Sent: 27 March 2014 10:32

 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 Oops I pressed send too soon. I meant it is now pretty close to Softimage
 but without the non destructive workflow (edit topology without breaking
 your weights) which is a huge difference but still modeling is better than
 a few years ago.

 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I
 can't find the japanese equivalent.

 Martin

 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.commailto:
 furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the






 --

 www.johnrichardsanchez.com




-- 
www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-27 Thread Martin
yeah, afaik you can only rotate the rotation axis of your rotation pivot.

Martin
Sent from my iPhone

 On 2014/03/28, at 2:31, John Richard Sanchez youngupstar...@gmail.com wrote:
 
 Yes I did it finally. But I mean seriously I have to go through all that to 
 rotate a center This is what we are talking about. Poor poor Maya users. 
 :(
 
 
 On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:
 Create an empty group(null). Make sure it is still selected.
 
  
 
 Set the null’s rotation to the rotation that you want the object’s pivot to 
 be.
 
  
 
 Make the object as a child to the null. Middle click drag and drop the 
 object on the null in the outliner is the easiest way.
 
  
 
 Open the new hierarchy and select only the object under the null, and not 
 the null.
 
  
 
 Execute Modify-Freeze Transformations( make sure at least the Freeze Rotate 
 is selected in the option box)
 
  
 
 Execute Edit-Unparent
 
  
 
 The object will now have the pivot orientation you want. It may also have 
 some transformGeometry history as well if you had construction history 
 turned on.
 
  
 
 Edit-Delete by Type-History if you want to get rid of it.
 
  
 
  
 
 --
 
 Joey Ponthieux
 
 LaRC Information Technology Enhanced Services (LITES)
 
 Mymic Technical Services
 
 NASA Langley Research Center
 
 __
 
 Opinions stated here-in are strictly those of the author and do not
 
 represent the opinions of NASA or any other party.
 
  
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
 Sanchez
 Sent: Thursday, March 27, 2014 12:38 PM
 To: XSI List to post
 
 
 Subject: Re: humanize Maya, SOFT top 5
  
 
 So I got my first Maya job in years and here I am trying to figure out how 
 to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you 
 can just move it. WTF
 
  
 
 On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg peter@googlemail.com wrote:
 
 Oh, and another one for my list: Maya's propensity for removing my selection 
 is also fairly annoying - simple things like toggling visibility become a 
 bit of a pain (of course the lack of a visibility toggle doesn't help in the 
 first place).
 
  
 
 On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.com wrote:
 
 True, that has always been a problem with US-centric keyboard layouts and it 
 always makes sense to do some basic personal customization for international 
 keyboards...
 
 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick 
 normally is!? I think I'll start calling it the Hawking key for lack of a 
 better name. ;-)
 
 http://markinns.com/articles/full/apple_keyboards
 
 --
 Brent
 
 
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara
 
 Sent: 27 March 2014 10:32
 
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5
 
 Oops I pressed send too soon. I meant it is now pretty close to Softimage 
 but without the non destructive workflow (edit topology without breaking 
 your weights) which is a huge difference but still modeling is better than a 
 few years ago.
 
 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I can't 
 find the japanese equivalent.
 
 Martin
 
 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara 
 furik...@gmail.commailto:furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to Softimage 
 Move Tool. And it is IMHO the best addition Maya has had in the last few 
 years from a Modeler POV. I mean it is now pretty close to Softimage 
 (without the
 
 
  
 
 
 
 
 --
 
 www.johnrichardsanchez.com
 
 
 
 
 -- 
 www.johnrichardsanchez.com


Re: humanize Maya, SOFT top 5

2014-03-27 Thread John Richard Sanchez
oh and try to search rotate pivot in the docs. Good Luck trying to find a
way to do it! I had to go to the forums and I see complaints about this
from Maya users going back to 2006. I really want to curse on here.
#$%


On Thu, Mar 27, 2014 at 1:34 PM, Martin furik...@gmail.com wrote:

 yeah, afaik you can only rotate the rotation axis of your rotation pivot.

 Martin
 Sent from my iPhone

 On 2014/03/28, at 2:31, John Richard Sanchez youngupstar...@gmail.com
 wrote:

 Yes I did it finally. But I mean seriously I have to go through all that
 to rotate a center This is what we are talking about. Poor poor Maya
 users. :(


 On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  Create an empty group(null). Make sure it is still selected.



 Set the null's rotation to the rotation that you want the object's pivot
 to be.



 Make the object as a child to the null. Middle click drag and drop the
 object on the null in the outliner is the easiest way.



 Open the new hierarchy and select only the object under the null, and not
 the null.



 Execute Modify-Freeze Transformations( make sure at least the Freeze
 Rotate is selected in the option box)



 Execute Edit-Unparent



 The object will now have the pivot orientation you want. It may also have
 some transformGeometry history as well if you had construction history
 turned on.



 Edit-Delete by Type-History if you want to get rid of it.





 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *John Richard
 Sanchez
 *Sent:* Thursday, March 27, 2014 12:38 PM
 *To:* XSI List to post

 *Subject:* Re: humanize Maya, SOFT top 5



 So I got my first Maya job in years and here I am trying to figure out
 how to rotate a Pivot ( center in xsi). No you cant rotate a center in Maya
 you can just move it. WTF



 On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg peter@googlemail.com
 wrote:

 Oh, and another one for my list: Maya's propensity for removing my
 selection is also fairly annoying - simple things like toggling visibility
 become a bit of a pain (of course the lack of a visibility toggle doesn't
 help in the first place).



 On 27 March 2014 11:07, Brent McPherson brent.mcpher...@autodesk.com
 wrote:

 True, that has always been a problem with US-centric keyboard layouts and
 it always makes sense to do some basic personal customization for
 international keyboards...

 P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick
 normally is!? I think I'll start calling it the Hawking key for lack of a
 better name. ;-)

 http://markinns.com/articles/full/apple_keyboards

 --
 Brent


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Martin Yara

 Sent: 27 March 2014 10:32

 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5

 Oops I pressed send too soon. I meant it is now pretty close to Softimage
 but without the non destructive workflow (edit topology without breaking
 your weights) which is a huge difference but still modeling is better than
 a few years ago.

 Thanks Brent for those tips !
 I don't think the backtick is usable in a japanese keyboard though. I
 can't find the japanese equivalent.

 Martin

 On Thu, Mar 27, 2014 at 6:52 PM, Martin Yara furik...@gmail.commailto:
 furik...@gmail.com wrote:
 Maya has a Modeling Toolkit since 2014 and it is quite similar to
 Softimage Move Tool. And it is IMHO the best addition Maya has had in the
 last few years from a Modeler POV. I mean it is now pretty close to
 Softimage (without the






 --

 www.johnrichardsanchez.com




 --
 www.johnrichardsanchez.com




-- 
www.johnrichardsanchez.com


RE: humanize Maya, SOFT top 5

2014-03-27 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
It goes back to the late 90s actually. Everyone migrating from TAV didn't 
really have a sense for this being something they should have. New users we're 
just without reference. Everyone else who knew better wrote MEL scripts to 
compensate for the shortcomings.

The weird thing is that the term rotate pivot to us is an action. To Maya 
users it is a thing, a noun if you will. A separate pivot.

To make matters even weirder, it appears you can alter the rotation of the 
translation manipulator and scale manipulator through the pivot tool, but it 
only affects the way that translation and scale works through their pivots, not 
the rotate pivot itself. For example, select an object, select translate 
manipulator, hit the insert key, look for the cyan keyhole icon on the screen. 
Clicking on this will allow you to rotate the translate pivot, but not the 
rotate pivot. Same with scale.

This action looks to be affecting only the manipulator, as all new objects get 
the same adjusted manipulator orientation.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Richard 
Sanchez
Sent: Thursday, March 27, 2014 2:34 PM
To: XSI List to post
Subject: Re: humanize Maya, SOFT top 5

oh and try to search rotate pivot in the docs. Good Luck trying to find a way 
to do it! I had to go to the forums and I see complaints about this from Maya 
users going back to 2006. I really want to curse on here. #$%

On Thu, Mar 27, 2014 at 1:34 PM, Martin 
furik...@gmail.commailto:furik...@gmail.com wrote:
yeah, afaik you can only rotate the rotation axis of your rotation pivot.

Martin
Sent from my iPhone

On 2014/03/28, at 2:31, John Richard Sanchez 
youngupstar...@gmail.commailto:youngupstar...@gmail.com wrote:
Yes I did it finally. But I mean seriously I have to go through all that to 
rotate a center This is what we are talking about. Poor poor Maya users. :(

On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Create an empty group(null). Make sure it is still selected.

Set the null's rotation to the rotation that you want the object's pivot to be.

Make the object as a child to the null. Middle click drag and drop the object 
on the null in the outliner is the easiest way.

Open the new hierarchy and select only the object under the null, and not the 
null.

Execute Modify-Freeze Transformations( make sure at least the Freeze Rotate is 
selected in the option box)

Execute Edit-Unparent

The object will now have the pivot orientation you want. It may also have some 
transformGeometry history as well if you had construction history turned on.

Edit-Delete by Type-History if you want to get rid of it.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of John Richard Sanchez
Sent: Thursday, March 27, 2014 12:38 PM
To: XSI List to post

Subject: Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to figure out how to 
rotate a Pivot ( center in xsi). No you cant rotate a center in Maya you can 
just move it. WTF

On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Oh, and another one for my list: Maya's propensity for removing my selection is 
also fairly annoying - simple things like toggling visibility become a bit of a 
pain (of course the lack of a visibility toggle doesn't help in the first 
place).

On 27 March 2014 11:07, Brent McPherson 
brent.mcpher...@autodesk.commailto:brent.mcpher...@autodesk.com wrote:
True, that has always been a problem with US-centric keyboard layouts and it 
always makes sense to do some basic personal customization for international 
keyboards...

P.S. Apple keyboards in the UK have *spiral-galaxy* key where back-tick 
normally is!? I think I'll start calling it the Hawking key for lack of a 
better name. ;-)

http://markinns.com/articles/full/apple_keyboards
--
Brent


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Martin Yara
Sent: 27 March 2014 10:32
To: softimage

Re: humanize Maya, SOFT top 5

2014-03-27 Thread Siew Yi Liang

Hi John:

I wrote a really quick hack to handle this previously, using a temporary 
constraint and then adjusting the rotateAxis attribute to handle the 
offset to bring it back into position:


http://pastebin.com/QbEkGcJJ

Using it, you can match the pivot from the 2nd selected object to the 1st.

Hope it helps!

Yours sincerely,
Siew Yi Liang

On 3/27/2014 11:33 AM, John Richard Sanchez wrote:
oh and try to search rotate pivot in the docs. Good Luck trying to 
find a way to do it! I had to go to the forums and I see complaints 
about this from Maya users going back to 2006. I really want to curse 
on here. #$%



On Thu, Mar 27, 2014 at 1:34 PM, Martin furik...@gmail.com 
mailto:furik...@gmail.com wrote:


yeah, afaik you can only rotate the rotation axis of your rotation
pivot.

Martin
Sent from my iPhone

On 2014/03/28, at 2:31, John Richard Sanchez
youngupstar...@gmail.com mailto:youngupstar...@gmail.com wrote:


Yes I did it finally. But I mean seriously I have to go through
all that to rotate a center This is what we are talking
about. Poor poor Maya users. :(


On Thu, Mar 27, 2014 at 1:16 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov
mailto:j.ponthi...@nasa.gov wrote:

Create an empty group(null). Make sure it is still selected.

Set the null's rotation to the rotation that you want the
object's pivot to be.

Make the object as a child to the null. Middle click drag and
drop the object on the null in the outliner is the easiest way.

Open the new hierarchy and select only the object under the
null, and not the null.

Execute Modify-Freeze Transformations( make sure at least
the Freeze Rotate is selected in the option box)

Execute Edit-Unparent

The object will now have the pivot orientation you want. It
may also have some transformGeometry history as well if you
had construction history turned on.

Edit-Delete by Type-History if you want to get rid of it.

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and
do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf
Of *John Richard Sanchez
*Sent:* Thursday, March 27, 2014 12:38 PM
*To:* XSI List to post


*Subject:* Re: humanize Maya, SOFT top 5

So I got my first Maya job in years and here I am trying to
figure out how to rotate a Pivot ( center in xsi). No you
cant rotate a center in Maya you can just move it. WTF

On Thu, Mar 27, 2014 at 7:32 AM, Peter Agg
peter@googlemail.com mailto:peter@googlemail.com
wrote:

Oh, and another one for my list: Maya's propensity for
removing my selection is also fairly annoying - simple things
like toggling visibility become a bit of a pain (of course
the lack of a visibility toggle doesn't help in the first place).

On 27 March 2014 11:07, Brent McPherson
brent.mcpher...@autodesk.com
mailto:brent.mcpher...@autodesk.com wrote:

True, that has always been a problem with US-centric keyboard
layouts and it always makes sense to do some basic personal
customization for international keyboards...

P.S. Apple keyboards in the UK have *spiral-galaxy* key where
back-tick normally is!? I think I'll start calling it the
Hawking key for lack of a better name. ;-)

http://markinns.com/articles/full/apple_keyboards

--
Brent


From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf
Of Martin Yara

Sent: 27 March 2014 10:32

To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Oops I pressed send too soon. I meant it is now pretty close
to Softimage but without the non destructive workflow (edit
topology without breaking your weights) which is a huge
difference but still modeling is better than a few years ago.

Thanks Brent for those tips !
I don't think the backtick is usable in a japanese keyboard
though. I can't find the japanese equivalent.

Martin

On Thu, Mar 27, 2014 at 6:52 PM

Re: humanize Maya, SOFT top 5

2014-03-26 Thread Eugene Flormata

 Can someone elaborate the middle click for repeat action? Is that default?
 I've always had to press period.


I agree with everyone else's opinions.
Out of all if them though I think Maya's fcurves are the most annoying.

Also being able to paint objects in the viewport as different render
methods. So mix wireframe/ solid / texture that's handy.


Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
Oh god, only 5?  Well, off the top of my head.


Hypershade vs. Rendertree w/Compounds.  This one is a no brainer, they 
Hypershade is the same limited interface from early Maya releases.  While 
Soft’s Rendertree has input ports listed on each node, that are collapsible if 
you don’t want to see them, Maya tucks all that into a very 
inconvenient/convoluted connection editor pop-up that doesn’t even show data 
types for outputs and inputs.  Completely missing compounds, etc. etc., the 
Hypershade is dated and simply bad.


Little things, like pulling down a menu, and shift clicking display flags 
without having to constantly dive back into the menu or tear it off.


Little things, like one hotkey for parenting that depending on which mouse 
button you use, determines whether you set your selection as a child or the 
parent.


Sticky keys.  (aka like in photoshop when you alt-click to sample a color while 
painting, once you let go of alt, your are back to the paint brush without 
having to press ‘b’ again.


Sensible, brilliantly thought out defaults for hotkeys and menu/interface.  I’d 
add to this to get rid of the stupid messy shelf system and spacebar menu 
altogether (or at least make sure the interface is great with the shelves 
hidden).  The big problem with Maya and Max is always that each seat is 
customized.  I can’t work fluently off a default Maya install and if I sit at 
your desk your customizations aren’t going to be the same as mine, I always 
have to start by loading extra tools, making custom shelves, setting custom 
hotkeys, etc. etc..  I don’t even want to have to load a custom user file.  
With softimage, I can sit at any machine, make sure it’s set to the system 
defaults which it usually is, and every tool is where it should be with great 
hotkeys.



These ones are important to me but there are so many more.  It’s a shame that 
Autodesk, sometime over he last 6+ years, didn’t tackle Humanize Maya first 
before EOL’ing Softimage, if they are serious about this now however, they have 
a lot of hard work ahead of themselves.  I’m hopeful but sadly not confident, 
though I do know they have good devs over at AD, hopefully they will get the go 
ahead to work their magic, if so they might just pull this and more off.

Re: humanize Maya, SOFT top 5

2014-03-26 Thread Martin Yara
Sorry Eugene who are you quoting? I haven't seen that email.

They are two different functions

The period key is Repeat. Repeat the last command. Just like Maya

The middle click is to repeat the last command executed under that menu or
button.
Ex, create a cube by going to Primitive, PolyMesh, Cube.
Now middle click Primitive to create a Cube again and again and again. That
last command you executed under the Primitive button will be remembered
forever in that session. The same with all SI button-menus.

While I like this MMB repeat function, but I don't see how it could be
implemented in Maya without having to heavily change its interface.

Martin



On Wed, Mar 26, 2014 at 3:36 PM, Eugene Flormata eug...@flormata.comwrote:

 Can someone elaborate the middle click for repeat action? Is that default?
 I've always had to press period.


 I agree with everyone else's opinions.
 Out of all if them though I think Maya's fcurves are the most annoying.

 Also being able to paint objects in the viewport as different render
 methods. So mix wireframe/ solid / texture that's handy.





Re: humanize maya, SOFT top 5

2014-03-26 Thread Martin Yara
I don't see a problem having each seat customized and I think the easy
customization  (Ctrl+Shift+click to add a button) of the Maya Shelf has
always been a nice thing.

I've always heavily customized my Softimage to move my hand as little as
possible to avoid time loss and wrist pain, even customizing it depending
on the project sometimes. SI keyboard hotkeys aren't perfect, in fact, I
dislike them, but SI|3D were even worst.

The problem with Maya is that it doesn't have multiple Keyboard Maps that
you can switch to in a second. It doesn't have a Workgroup that can install
in an instant the same plugins and share them in your lan.

In SI i can go to my colleague PC, load my keymap, load my Workgroup (or
shared wg) and work almost like if I were in my PC.

The workflow in Maya is with Hotbox and marking menus. If you can get used
to them it will speed up your workflow. If you can't you'll struggle with
its clumsy hotkeys unless you customize them.


On Wed, Mar 26, 2014 at 8:16 PM, sku...@gmail.com wrote:

  The big problem with Maya and Max is always that each seat is
 customized.  I can't work fluently off a default Maya install and if I sit
 at your desk your customizations aren't going to be the same as mine, I
 always have to start by loading extra tools, making custom shelves, setting
 custom hotkeys, etc. etc..  I don't even want to have to load a custom user
 file.  With softimage, I can sit at any machine, make sure it's set to the
 system defaults which it usually is, and every tool is where it should be
 with great hotkeys.

 These ones are important to me but there are so many more.  It's a shame
 that Autodesk, sometime over he last 6+ years, didn't tackle Humanize Maya
 first before EOL'ing Softimage, if they are serious about this now however,
 they have a lot of hard work ahead of themselves.  I'm hopeful but sadly
 not confident, though I do know they have good devs over at AD, hopefully
 they will get the go ahead to work their magic, if so they might just pull
 this and more off.



Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
Martin, I’ve been using Maya since version 1.  I mean, thanks for your input, 
but this is a thread about suggesting your Soft top 5 to the Maya devs for 
their humanize Maya project.  Why don’t you stick to tell the Devs what you 
want and not respond to my personal wishlist with a post trying to convince me 
that I don’t want what I want because I find it insulting.  Ok?

Re: humanize maya, SOFT top 5

2014-03-26 Thread Martin Yara
Wow ! we need to chill out a little. I don't know what part of my email was
insulting but I apologize.

I though this was an email discussion list where people exchange ideas and
that's what I was trying to do, but anyway

cheers

Martin



On Wed, Mar 26, 2014 at 9:29 PM, sku...@gmail.com wrote:

  Martin, I've been using Maya since version 1.  I mean, thanks for your
 input, but this is a thread about suggesting your Soft top 5 to the Maya
 devs for their humanize Maya project.  Why don't you stick to tell the Devs
 what you want and not respond to my personal wishlist with a post trying to
 convince me that I don't want what I want because I find it insulting.  Ok?



Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
Ok sure, but in that case please don’t try to convince me that I just lack 
knowledge about the context insensitive Maya hotbox spacebar menu.  When I alt 
Right click an object in Softimage I get context sensitive utilities that work 
on that object and change depending what component is selected, not a giant 
messy list that is just a debate-ably faster way to get to the top menu bar and 
it’s many sub-menus.


When I jump on to Photoshop, or Softimage, and it isn’t my seat, they just work 
as is.  Not true for Maya.  I think that's clear enough, and I think they 
should work to fix that, but hey, what do I know.  Anyways, since we were asked 
and there is some understanding that the devs are listening to this list, 
that's my truncated suggestion list to the Maya devs, and best of luck to them 
all, I’m sure they are buried in various wish-lists and their own internal 
roadmaps, gl.

Re: humanize maya, SOFT top 5

2014-03-26 Thread skubyd
I just noticed another one, again it’s the little things.  When splitting edges 
on a poly mesh, in wireframe mode.  In Softimage, I can split edges that are 
not in direct view of the camera, in Maya, even though were in wireframe mode 
and can see through the object, I have to tumble around the object and make 
sure the edge is in view, as if we were working in shaded mode.


The list of little things like this, is insanely comprehensive.  But it’s the 
little things.

RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
The shelf is more than just a quick shortcut to existing menu commands resident 
on the filebar. While the idea that shelves are to there to play around is 
intriguing, in 16 years I've never had that impression about shelves.

Shelves are an integral part of the Maya workflow, unless you work strictly 
from the hotbox. With the hotbox you can remove everything but a single 
viewport and still have access to almost every command. This is useful when 
modeling but I never found it comfortable for anything else. 

If you don't use the hotbox much or at all, it's going to be difficult to avoid 
shelves if you want to improve your workflow in Maya. Maya, like most 3D apps 
is multi-modular, meaning that in Maya the filebar and the menu commands it 
presents changes context with each Module you are working in such as Polygons, 
Surfaces, Animation, etc. Soft does the same thing except in Soft the filebar 
does not change. Rather in Soft,  the Main Toolbar changes with modular context 
instead. Since Softimage's filebar never changes and provides access to all 
commands all the time, it provides the same level of access as the hotbox, plus 
additional functionality such as construction modes, passes, and search 
abilities. 

Why might you find shelves important to your workflow in Maya? In general, 
while in Maya, and in a particular module, say Polygons, the Maya filebar will 
not present all menu commands available to you. This becomes critical to 
understand when you are modeling polygons with deformers since deformers are 
located in the Animation Module. Therefor you can't access deformers while 
modeling in the Polygons module unless you 
A. Use the Deformation Shelf in the Polygon Module, or 
B. Use the Polygons Shelf in the Animation Module, or 
C. Use the hotbox. 
Your workflow then consists of mixing shelves and general filebar menu commands 
and potentially hotbox commands if you are willing to put up with the hotbox. 
Other examples of combination practices will include polygons and materials, 
surfaces and materials, polygons and subdivisions, and animation and dynamics.

If you are like me and refuse to use the hotbox anymore, because it has grown 
to a ridiculously overbearing capacity of things over the last 16 years, 
shelves are an imperative. You really can't avoid shelf use unless you choose 
to constantly switch modes which in Maya is far less comfortable than using 
shelves and the filebar menus simultaneously. You can use shelves to make 
custom tool groups and store custom commands or scripts for immediate callback. 
You add commands to shelves by executing a filebar command via CTR+SHFT+Command 
and the icon will be added to the currently selected shelf.

As for having to decipher shelf icons not being an issue, I completely disagree 
with this assertion. Some icons such as chamfer vertex or gravity or nonlinear 
bend are easy to decipher. Others such as Attach Surfaces looks like Measure 
Surfaces and can be really difficult to decipher if you've not been using them 
over and over for a couple years. 

As you will quickly find that shelves are an integral part of the Maya 
workflow, and can't easily be ignored, the need to decipher icons will not go 
away. They idea that shelves can just simply be ignored, especially for someone 
trying to learn Maya and develop productive long term practices on this 
software, is debatable.  And while you can turn the shelves off and ignore 
them, you may ultimately find this to be a far more uncomfortable practice than 
committing to the long term effort and continual practice of learning and 
relearning the shelf icons.

After more than a decade of using Maya, I found Soft's interface to be far 
easier to use and while Soft offered shelves, I never had a need or desire to 
use them there because all Module commands were directly accessible from the 
Softimage filebar. I can't say the same about Maya and the hotbox is not a 
comfortable option. This is definitely something on the long list that needs to 
be addressed in Maya. 

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Tuesday, March 25, 2014 4:06 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize maya, SOFT top 5
 
 You can turn on the labels for the Maya shelf in the shelf editor (in its 
 Option
 menu)  but the point is, the shelf, or toolbar in general, are quick 
 shortcuts to
 things that are the menu, so having to decipher them is not an issue. The
 shelf is fun and made to play around.  You can tear off a menu to get a quick
 toolbar for one-click access to menu commands.  The only maya thing doesn't
 do correctly in that area is it's not showing you

RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
In regards to Maya, default out of the box, and to my knowledge:

The hotbox and its contents are never context sensitive. The 
Hotbox is activated by holding the space bar down. It presents most commands 
typically available in the filebar menus of all modules of the application.

There is no sense of identity for the HOTBOX-rightMB-click. It performs 
exactly the same function as   left or middle mouse button click while hotbox 
is active. So there is effectively no right-click menu from the hotbox. Yet 
another example of wasted  opportunity.

What is context sensitive in Maya is:

The filebar menus: These are located on the top bar of the 
application and the menus change depending upon what module you are 
in(Polygons, Surfaces, Animation, Dynamics, etc)

Marking menus: This is a form of right click menu available 
from the viewport that is context sensitive to whatever object you are focused 
upon.  Marking menus appear similar to but should not be confused with the 
hotbox.

Right click menus generally: These are typically activated over 
windows other than the viewport and are generally contextual to the window or 
editor for which focus is applied.


Softimage’s Main Toolbar, the sidebar on the left side, is context sensitive to 
whatever module you are in(Model, Animate, Render, ICE, etc). The available 
array of commands change, not necessarily the context of the buttons 
themselves. This action is similar to Maya’s filebar(or menubar if that makes 
more sense).

Softimage’s filebar menu is not context sensitive. To my knowledge it never 
changes.

For Softimage’s part, I never understood why it needed to be Alt-Right-Click 
instead of just Right-Click.

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sku...@gmail.com
Sent: Wednesday, March 26, 2014 10:39 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Correct me if I am dead wrong, but default out of the box Maya’s hotbox, nor 
it’s main menus are context sensitive (depending on what you have selected, 
bone, object, vertice, edge, etc.), nor is it’s right click menu.  Softimage’s 
main menus and sidebar menus are not context sensitive either?, only it’s alt 
right click menu is, the rest is handled by a side-bar with a very well thought 
layout and default hotkeys that make sense, and it’s hotkeys are context 
sensitive behaving how you would expect across multiple areas of the 
application, like ‘f’ for framing an object in viewport is the same as framing 
in an item in the outliner or a node view.

Perhaps NASA has a heavily customized version of Maya?  Anyways interesting 
post, but I’m completely lost, none of that stuff works like you mention it to 
in my experience, but perhaps my various teachers and studies left something 
serious out.

Best regards and it’s not really important the above, I’m just confused now.  
Time to go back to learning Houdini, we’ll see in 2 years when Humanize Maya is 
actually in place.  GL to the Maya devs and Autodesk, please don’t forget about 
Mudbox, of all your applications that's the one you have done the best on so 
far and I hope you keep that up and bring that sort of love to Maya to make it 
great.  Cheers everyone, this might very well be my last Softimage list post.  
Bye all, good luck, and thanks for the years worth of searchable Softimage and 
3D QA’s.  It was amazing while it lasted.


RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Correct.

Another way to look at it is that the list of available menus are contextual in 
relation to the active module.

Best.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of sku...@gmail.com
Sent: Wednesday, March 26, 2014 12:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

Ok now I get what your saying.  Your just talking about the drop-down menu that 
in Maya changes what menus are available in the top menu bar and in Soft, 
changes what menus are available in the side menu bar.  Neither is context 
sensitive based on what you have selected, it’s just providing a different set 
of menus depending on what mode you chose.  In softimage, if you alt+right 
click an object, you get a different menu depending on the object/component 
type, so one menu for what makes sense for faces, and other for edges and 
another for points, etc..  I only use that sparingly, normally for getting to 
things like ‘bevel’ quite quickly after I have my selection ready.  For most 
other things, like welding and splitting edges, there are way more interactive 
options that Soft provides by default.

Cheers, thanks for explaining that, I was very confused Joseph, my bad.


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara furik...@gmail.com wrote:
 While I like this MMB repeat function, but I don't see how it could be
 implemented in Maya without having to heavily change its interface.

I think technically MMB could possibly be implemented in Maya's menu
(although perhaps not on OSX), but I'm not 50% sure that this is a
true problem.  In Sofitmage, we structured some menus knowing that you
would be doing MMB on those big buttons to repeat commands burried in
there two levels deep. (More so in Softimage 3D, for example to set
keys, but anyway)  But in Maya, you'll be interacting  with the
software differently, including using marking menus, hotkeys, and
hotbox.

In the XSI viewport, you can MMB to toggle between the two last modes,
for example wireframe and textured, but that's not a 'repeat last
command', it's a special case for that button.

I'm not opposing MMB, but I'm not totally sold on whether this is
essential and not simply a legacy user / muscle memory thing.  Don't
forget also tear off menus as a way to repeat commands quickly.

we did add to Maya the ability to keep a menu open to do check several
checkmarks like in XSI; in Maya in on the CTRL key


Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 9:44 AM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 If you don't use the hotbox much or at all, it's going to be difficult to 
 avoid shelves if you want to improve your workflow in Maya. Maya, like most 
 3D apps is multi-modular, meaning that in Maya the filebar and the menu 
 commands it presents changes context with each Module you are working in such 
 as Polygons, Surfaces, Animation, etc. Soft does the same thing except in 
 Soft the filebar does not change. Rather in Soft,  the Main Toolbar changes 
 with modular context instead. Since Softimage's filebar never changes and 
 provides access to all commands all the time, it provides the same level of 
 access as the hotbox, plus additional functionality such as construction 
 modes, passes, and search abilities.

 Why might you find shelves important to your workflow in Maya? In general, 
 while in Maya, and in a particular module, say Polygons, the Maya filebar 
 will not present all menu commands available to you. This becomes critical to 
 understand when you are modeling polygons with deformers since deformers are 
 located in the Animation Module. Therefor you can't access deformers while 
 modeling in the Polygons module unless you
 A. Use the Deformation Shelf in the Polygon Module, or
 B. Use the Polygons Shelf in the Animation Module, or
 C. Use the hotbox.
 Your workflow then consists of mixing shelves and general filebar menu 
 commands and potentially hotbox commands if you are willing to put up with 
 the hotbox. Other examples of combination practices will include polygons and 
 materials, surfaces and materials, polygons and subdivisions, and animation 
 and dynamics.


It's rather new that you have access to all the module menus in XSI at
the same time; I added this I think XSI 5.1 or 6.0.

In Maya, don't forget tear off menu. You can easily tear off the
deformer menu from Animation, and change to the modeling menu set, and
therefore get both,

The default shelf is indeed there to play around and explore the
program, for new/casual users. It doesn't have everything in there.



RE: humanize Maya, SOFT top 5

2014-03-26 Thread Matt Lind
Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
They're not as fond of tear off menus.  They don't hate tear off menus, but 
given the choice they'll use a custom key as 1st option, custom toolbar as 2nd 
option, and tear off menu as last option.  The issue being that tear off menus 
don't allow for customized menus. You only get the existing menu structure in a 
different place.  

What users want is clutter free and minimal effort to execute commands or a 
series of commands.  Tear off menus are good for situations where the entire 
menu is a custom menu of commands like a custom toolbar would be, and the 
commands in that menu are very closely related to the task at hand.  If the 
menu is full of built-in commands, they're less liked because usually the user 
only cares about one or two tools in the menu but is stuck having to take all 
of them as part of the package deal resulting in clutter.  For example, go to 
the property menu and you have entries for visibility, display, etc..., but 
also a lot of unrelated tools such as rendermap or gator.  It's a very tall 
menu but the user only wants 3 or 4 items out of 30.  If tear off menus allowed 
individual items to be torn off and merged into a toolbar, then that would be 
ideal.

Implementing MMB to repeat a command in a menu would be a popular move.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, March 26, 2014 11:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: humanize Maya, SOFT top 5

On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara furik...@gmail.com wrote:
 While I like this MMB repeat function, but I don't see how it could be 
 implemented in Maya without having to heavily change its interface.

I think technically MMB could possibly be implemented in Maya's menu (although 
perhaps not on OSX), but I'm not 50% sure that this is a true problem.  In 
Sofitmage, we structured some menus knowing that you would be doing MMB on 
those big buttons to repeat commands burried in there two levels deep. (More so 
in Softimage 3D, for example to set keys, but anyway)  But in Maya, you'll be 
interacting  with the software differently, including using marking menus, 
hotkeys, and hotbox.

In the XSI viewport, you can MMB to toggle between the two last modes, for 
example wireframe and textured, but that's not a 'repeat last command', it's a 
special case for that button.

I'm not opposing MMB, but I'm not totally sold on whether this is essential and 
not simply a legacy user / muscle memory thing.  Don't forget also tear off 
menus as a way to repeat commands quickly.

we did add to Maya the ability to keep a menu open to do check several 
checkmarks like in XSI; in Maya in on the CTRL key



Re: humanize Maya, SOFT top 5

2014-03-26 Thread Luc-Eric Rousseau
On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind ml...@carbinestudios.com wrote:
 Here at Carbine, users like the MMB to repeat a menu command.  It's popular.  
 They're not as fond of tear off menus.  They don't hate tear off menus, but 
 given the choice they'll use a custom key as 1st option, custom toolbar as 
 2nd option, and tear off menu as last option.  The issue being that tear off 
 menus don't allow for customized menus. You only get the existing menu 
 structure in a different place.

 What users want is clutter free and minimal effort to execute commands or a 
 series of commands.  Tear off menus are good for situations where the entire 
 menu is a custom menu of commands like a custom toolbar would be, and the 
 commands in that menu are very closely related to the task at hand.  If the 
 menu is full of built-in commands, they're less liked because usually the 
 user only cares about one or two tools in the menu but is stuck having to 
 take all of them as part of the package deal resulting in clutter.  For 
 example, go to the property menu and you have entries for visibility, 
 display, etc..., but also a lot of unrelated tools such as rendermap or 
 gator.  It's a very tall menu but the user only wants 3 or 4 items out of 30. 
  If tear off menus allowed individual items to be torn off and merged into a 
 toolbar, then that would be ideal.

 Implementing MMB to repeat a command in a menu would be a popular move.

that's OK, but that's in Softimage.  The bit that's not obvious is
whether someone using Maya needs a MMB, that's what my post is meant
to be about.
In Maya, you can even hold shift+ctrl while selecting a menu to make
it a button the shelf.  (Doing the same thing in Softimage would be a
pain) You'll be working differently, have different reflexes.



RE: humanize Maya, SOFT top 5

2014-03-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'd argue that having 100 g keys in Maya would be far better than 1. 

It's a real pain to have to re-initialize a tool just to get it to repeat 
because you did something else that erased the g memory. There is wasted time 
and effort there.

There is the temporal factor as well. In Maya g is only useful if you use it 
immediately after the command you want to repeat. I make a sphere, then 
duplicate with transform at 10 units. I hit g eight times I'll get ten sphere 
total ten units apart. In Soft, if I don't use the primitive button all day 
long I can middle click repeat the sphere creation command eight hours later, 
regardless what else I do. That's just not possible in Maya. 

The significance of this one seemingly mundane command really can't be ignored. 
It's far more than just a repeat tool. 

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Wednesday, March 26, 2014 2:51 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: humanize Maya, SOFT top 5
 
 On Wed, Mar 26, 2014 at 7:40 AM, Martin Yara furik...@gmail.com wrote:
  While I like this MMB repeat function, but I don't see how it could be
  implemented in Maya without having to heavily change its interface.
 
 I think technically MMB could possibly be implemented in Maya's menu
 (although perhaps not on OSX), but I'm not 50% sure that this is a true
 problem.  In Sofitmage, we structured some menus knowing that you would
 be doing MMB on those big buttons to repeat commands burried in there
 two levels deep. (More so in Softimage 3D, for example to set keys, but
 anyway)  But in Maya, you'll be interacting  with the software differently,
 including using marking menus, hotkeys, and hotbox.
 
 In the XSI viewport, you can MMB to toggle between the two last modes, for
 example wireframe and textured, but that's not a 'repeat last command', it's
 a special case for that button.
 
 I'm not opposing MMB, but I'm not totally sold on whether this is essential
 and not simply a legacy user / muscle memory thing.  Don't forget also tear
 off menus as a way to repeat commands quickly.
 
 we did add to Maya the ability to keep a menu open to do check several
 checkmarks like in XSI; in Maya in on the CTRL key



Re: humanize Maya, SOFT top 5

2014-03-26 Thread Greg Punchatz
I will repeat, the middle mouse button option should be in every app 
not just maya.  It makes sense in ANY app with drop down menu systems in 
place.


Please don't disregard this request.

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com



Re: humanize maya, SOFT top 5

2014-03-26 Thread Jason S





Hello Alastair

Just to say, I checked-out your page, and every single peice is just
truly inspiring.
http://www.glassworks.co.uk/node/549

I burst into laughter at the very first singing cat/bird clip, 
and then yet again just as hard at the very next (mutant)
cat/bird clip lol! :)


To share a little story, while at softimage, then doing demo material
on the almost toy-like SI3D, 
(using Metamesh Extreme under polymesh cages with the "UV
editor" doing "interactive
smoothing" :)

My (or "our") first experience with Maya, was just then (*years* ago on
SGI's),  
when we were comparing ways of doing things,
sort-of assessing what we were up against with our own coming thing.
(while while striving to surpass -through innovation-)

So the first impression that came to mind was, man... talk
about "long lists of parameters"..
it was pretty daunting to wrap our head around it, it was hard to
select, move things (like components) around,
shading stuff with the hypershade, with relationships of nodes to other
nodes felt like being guesswork,
having then only just recently experienced the render tree which was
then only a prototype and also being new to us, 
(perhaps the programmable openness of maya escaped me, mostly
having an
"artist" background)

But already we saw that we were like in a different universe on how to
approach things
and also that we were definitely on to something.


After an "iffy" launch of XSI 1.0, while introducing things like
passes, and non-linear or otherwise streamlined workflows, 
there was only nurbs-stitching to get smooth uniform surfaces.. 
the constant
crashing was enough to give headaches.

Yet already with the 1.5 did people see
what it was all about..

With the advent of Sub-d's (very fast performance subd's, with
direct on surface points  allowing for speed organic modeling),

is when XSI actually really picked-up as
not only usable, 
but really like an overall "easy" solution to everyday
otherwise tricky ways to getting things done quick.

And since that time has there been some sort of a struggle between
impression of potential, 
and perhaps a more down to earth everyday people approach to achieving
higher level stuff, 
all the way leading to "Moondust".


So earlyer this week, I opened-up Maya Demo (after years) to practice
for an upcoming particle FX job,
and it was like more or less XSI 4.0-6.0 particle functionality, 
but with (pages of) parameters all "listed", yet again
after ~15 years.

The hypershade is still there and basically the same 
(with a node
editor on top while having to manage both)

Clicking viewports to activate them, deselects whatever you had
selected.. 
I could go on with TONS of little things off the bat,
and I constantly find other comparative "things" by the hour.
(after some research on each point to see if I'm just missing
something, and perhaps I still am but..) 

The thing is, anyone submerged in  knowing only Maya (being most
people working on it i suspect) 
could just never grasp how many subtleties were thought about when
designing SI's workflow.
(and therefore what it represents to it's users)


Alastair, one of your clips is the Bjork android video, 
and I clearly remember when that came-out, 
being around when XSI also came-out, and I was really "aww-ed" :)

And then on the words "you'll be given love..", said when giving
life to a robot, 
I recall thinking how that really applied to what we were doing.. cause
not unlike a good song, 
anything well thought-out in every subtlety, or "made with 'love' " 
can indeed qualify as having "soul" that you can "feel".

And "soul" is something you couldn't buy with billions of dollars. 
As it has to be real for it to be, otherwise it's just not.

And I think that's what made DS so "intimidating" to Avid, 
and XSI so "intimidating" to Autodesk, especially with the advent of
ICE.

So how about "Soul" as bullet-point feature request ;)

And I think I will end on that,
Cheers,
J


  On 03/25/14 13:52, Alastair Hearsum wrote:
  
  
  Jean louis
  
You beat me to it. I was just about to say that.
  
Alastair
  
  
  
   Alastair Hearsum 
   Head of 3d 
  
  
  
  
  On 25/03/2014 17:49, Jean-Louis Billard wrote:
  
  Hi Shuting,

That’s not the same thing at all I’m afraid. In Softimage *every* menu has it’s own memory of the last command accessed. So you can middle click any menu and repeat its last command (as long as there has been one used within the session)

Regards,
Jean-Louis


Jean-Louis Billard

Digital Golem
BE: +32 (0) 484 263 563
UK: +44 (0) 7973 660 119
jean-lo...@digitalgolem.com
http://www.digitalgolem.com/
53 Rue Gustave Huberti
1030 Brussels


  







Re: humanize Maya, SOFT top 5

2014-03-26 Thread Halim Negadi
+10 Greg
should be in every single drop down menu of every app.
Are we safe AD is not going to claim patents ? Probably not, AD had no clue
until very recently it had this in its catalogue :|


On Wed, Mar 26, 2014 at 10:39 PM, Greg Punchatz g...@janimation.com wrote:

  I will repeat, the middle mouse button option should be in every app
 not just maya.  It makes sense in ANY app with drop down menu systems in
 place.

 Please don't disregard this request.
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com




Re: humanize maya, SOFT top 5

2014-03-26 Thread Greg Maguire
my 2c

1. Toggle Show/Hide and keep selected.
I like pressing 'h' a lot to toggle visibility of an object. Having to
press Shift-H and Ctl-H after finding the object has always been
counter-intuitive to me.

2. Copy Skin Weights.
Transferring weights from one object to another requires too many steps. In
maya, both objects must have the same input joints before the transfer
command can be used. This can be challenging on a complex creature with a
large number of joints. Could be made easier if there was a pulldown menu
for the command to select all inputs of a skinCluster (i.e. skinCluster -q
-weightedInfluence $theSkinCluster;) Would be even easier if Copy Skin
Weights, found all the inputs to the skinCluster, bindSkinned the target
object to them, then transferred the weights.

3. Joint weight colors.
Use color to differentiate joint weighting assignment and not for intensity.

4. Smooth brush.
Painting weights in Maya is overly complex and unpredictable. Copying Softs
smooth brush would go a long way to fixing this. I still paint weights in
Soft and transfer the weighting to Maya. Andy wrote a python script to
export the weights inside of soft to a mel script.

5. Saving weights.
In Soft, I can save weighting on an object almost instantaneously as a
simple spreadsheet with transforms, vertices and weights. I can also load
it instantly from a file.

6. Damn, I only get 5.

I know the requests are coming through fast and furious and people may not
get to read them all but if anyone has better solutions to the problems
posed above, I'm open to a different workflow.

7. Trax - make it name-based and not index-based. (Sorry slipped)

Regards,


On Wed, Mar 26, 2014 at 9:40 PM, Jason S jasonsta...@gmail.com wrote:


 Hello Alastair

 Just to say, I checked-out your page, and every single peice is just truly
 inspiring.
 http://www.glassworks.co.uk/node/549http://www.glassworks.co.uk/video/love

 I burst into laughter at the very first singing cat/bird clip,
 and then yet again just as hard at the very next (mutant) cat/bird clip
 lol! :)


 To share a little story, while at softimage, then doing demo material on
 the almost toy-like SI3D,
 (using Metamesh Extreme under polymesh cages with the UV editor doing
 interactive smoothing :)

 My (or our) first experience with Maya, was just then (*years* ago on
 SGI's),
 when we were comparing ways of doing things,
 sort-of assessing what we were up against with our own coming thing.
 (while while striving to surpass -through innovation-)

 So the first impression that came to mind was, man... talk about long
 lists of parameters..
 it was pretty daunting to wrap our head around it, it was hard to select,
 move things (like components) around,
 shading stuff with the hypershade, with relationships of nodes to other
 nodes felt like being guesswork,
 having then only just recently experienced the render tree which was then
 only a prototype and also being new to us,
 (perhaps the programmable openness of maya escaped me, mostly having an
 artist background)

 But already we saw that we were like in a different universe on how to
 approach things
 and also that we were definitely on to something.


 After an iffy launch of XSI 1.0, while introducing things like passes,
 and non-linear or otherwise streamlined workflows,
 there was only nurbs-stitching to get smooth uniform surfaces..  the
 constant crashing was enough to give headaches.

 Yet already with the 1.5 did people see what it was all about..

 With the advent of Sub-d's (very fast performance subd's, with direct on
 surface points  allowing for speed organic modeling),
 is when XSI actually really picked-up as not only usable,
 but really like an overall easy solution to everyday otherwise tricky
 ways to getting things done quick.

 And since that time has there been some sort of a struggle between
 impression of potential,
 and perhaps a more down to earth everyday people approach to achieving
 higher level stuff,
 all the way leading to Moondust.


 So earlyer this week, I opened-up Maya Demo (after years) to practice for
 an upcoming particle FX job,
 and it was like more or less XSI 4.0-6.0 particle functionality,
 but with (pages of) parameters all listed, yet again after ~15 years.

 The hypershade is still there and basically the same
 (with a node editor on top while having to manage both)

 Clicking viewports to activate them, deselects whatever you had selected..
 I could go on with TONS of little things off the bat,
 and I constantly find other comparative things by the hour.
 (after some research on each point to see if I'm just missing something,
 and perhaps I still am but..)

 The thing is, anyone submerged in  knowing only Maya (being most people
 working on it i suspect)
 could just never grasp how many subtleties were thought about when
 designing SI's workflow.
 (and therefore what it represents to it's users)


 Alastair, one of your clips is the Bjork android video,
 and I clearly 

  1   2   >