Re: maya uv tool broken?

2014-09-09 Thread Tim Leydecker

It would be nice if there would be ways to enforce symmetry.

I can understand that an algorithm can´t catch all but symmetry
along an axis or even a custom oriented, (picked?) plane or ultimatively
automagic would be very desireable.

I had a lot of grief with unfolding ammo boxes lately, where each panel
would end up off and bent, some slightly, some warped, etc.

That was not the best way to transfer fixed size decals in a reliable way
to those meshes elements.

Cheers,

tim

P.S: In terms of ignorance and bussiness, I happened to overhear a support
request the other day, where a number of licenses needed care and the stupid
reseller reacted bitchy because it was someone elses support contract.

We talk 5 digit figures. That stupid reseller could also just have offered to 
take
over the support management and cash in on follow up maintenance and 
subscription.

We Zee Germans are sometimes pretty slow when it comes to realizing how 
business works...

On 08.09.2014 23:59, Matt Lind wrote:

‘perfect’ mirrored symmetry?

The problem we’ve experienced is one half will be slightly larger or ever so 
slightly skewed.  To reproduce; Take a sphere, torus, or other polygon mesh 
primitive and cut it in
half with your edge selections, then unfold.  Take one half of the mesh’s UVs, 
then mirror/flip them to overlay the other half.  Is it an **exact** match?

Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Raffaele 
Fragapane
*Sent:* Monday, September 08, 2014 2:55 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: maya uv tool broken?

It does symmetry within each shell AFAIK.

On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:

If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for
certain types of work.  For example, unfolding a symmetrical object an having 
the resulting UVs laid out symmetrically to reflect the geometry's shape.  
Unfold3D is very poor with
that.


Matt



-Original Message-
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 Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you step-by-step 
into setting up things and then call unfold.  That's not a new tool, but it's 
been updated to use the
new Unfold3d.  I figured that if you knew how to use Softimage's Unfold3D you 
may not need the Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in the two 
separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com 
mailto:lito...@hotmail.com wrote:
  I don't know The bonus tool predates 2015 and the new workflows .   what
  do you mean? sorry it might be obvious but usually I use uvlayout for
  this type of task, so I am trying to find the best way to approach
  uvs inside maya to rely less in uvlayout for simple geo.
  My approach in xsi was usually do all (simple geo) uvs in xsi and
  complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
  am now replacing xsi for maya and will like to keep the same workflow.
  So if the uvtool is supposed to be the new way of unwrapping
  meshes in maya 2015, I was asking why is not included by default? but
  again being a bit new, I am surely missing something obvious :)



Re: maya uv tool broken?

2014-09-08 Thread Raffaele Fragapane
The unwrap tool is actually in Maya 2015, the bonus tools just wrap
together some comon tasks into less clicks.
It's actually called unfold, and you can access it like any other
subprojection from inside the UV editor and it will unwrap the currently
active set of UVs based on cuts.
And yes, stuff like poly split is still there, but being phased out of the
marking menus as the MTK gets integrated and replaces various old bits. For
all intents and purposes, if you come to Maya now (2015) you needn't
concern yourself with that stuff at all. Ever.

On Mon, Sep 8, 2014 at 6:08 PM, Mário Domingos mdomingos.p...@gmail.com
wrote:

 Yep, I feel your pain guys! Its so frustrating. I belive that the Modeling
 Tool Kit is being slowly integrated thats why we still have the legacy
 tools in the way.
 The uv unwrap tool a lá Softimage is in the Bogus Tools but I find the
 one that comes with maya to be better. Not sure if thats what you guys were
 talking about.

 —
 Sent from Mailbox https://www.dropbox.com/mailbox


 On Sat, Sep 6, 2014 at 4:48 PM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 I don't know The bonus tool predates 2015 and the new workflows .
 what do you mean? sorry it might be obvious but usually
 I use uvlayout for this type of task, so I am trying to find the best
 way to approach uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and
 complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
 replacing xsi for maya and will like to keep the same workflow. So if the
 uvtool is supposed to be the new way of unwrapping meshes in maya
 2015, I was asking why is not included by default? but again being a bit
 new, I am surely missing something obvious :)




 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| Vimeo
 http://vimeo.com/manuelhuertasmarchena | Linkedin
 http://www.linkedin.com/in/manuelhuertas


 --
 Date: Sat, 6 Sep 2014 10:44:28 -0400
 Subject: RE: maya uv tool broken?
 From: luceri...@gmail.com
 To: softimage@listproc.autodesk.com


 On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com
 wrote:

  Also about the uvtool  why does this tool needs to be a downloadable
 bonus tool? why is not a default method?

 Does it?  I don't know The bonus tool predates 2015 and the new workflows
 .





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


RE: maya uv tool broken?

2014-09-08 Thread Matt Lind
If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for certain types of work.  For example, unfolding a 
symmetrical object an having the resulting UVs laid out symmetrically to 
reflect the geometry's shape.  Unfold3D is very poor with that.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you step-by-step 
into setting up things and then call unfold.  That's not a new tool, but it's 
been updated to use the new Unfold3d.  I figured that if you knew how to use 
Softimage's Unfold3D you may not need the Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in the two 
separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena lito...@hotmail.com 
wrote:
 I don't know The bonus tool predates 2015 and the new workflows .   what
 do you mean? sorry it might be obvious but usually I use uvlayout for 
 this type of task, so I am trying to find the best way to approach 
 uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and 
 complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I 
 am now replacing xsi for maya and will like to keep the same workflow. 
 So if the uvtool is supposed to be the new way of unwrapping 
 meshes in maya 2015, I was asking why is not included by default? but 
 again being a bit new, I am surely missing something obvious :)



Re: maya uv tool broken?

2014-09-08 Thread Christopher Crouzet
If you haven't done it yet, you could forward this kind of request directly
to the dev: supp...@unfold3d.com
He's really friendly and has even been on this list for some times now.


On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.com wrote:

 If Maya is using the same Unfold3D as Softimage, then artists will still
 need to go to another software for UV layout because Unfold3D lacks very
 basic functionality required for certain types of work.  For example,
 unfolding a symmetrical object an having the resulting UVs laid out
 symmetrically to reflect the geometry's shape.  Unfold3D is very poor with
 that.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Saturday, September 06, 2014 10:59 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: maya uv tool broken?

 Hello,

 Unfold3d is build directly in Maya 2015 and accessible directly from the
 UV Editor menu.
 Then, there is a Bonus Tools which is a mel script that takes you
 step-by-step into setting up things and then call unfold.  That's not a new
 tool, but it's been updated to use the new Unfold3d.  I figured that if you
 knew how to use Softimage's Unfold3D you may not need the Bonus Tools.

 It's worth checking out all the changes in UV Editor and unfolding in the
 two separate sections here:
 http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

 The team has studied UVLayout; going to it shouldn't be necessary for
 anything.

 On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:
  I don't know The bonus tool predates 2015 and the new workflows .
  what
  do you mean? sorry it might be obvious but usually I use uvlayout for
  this type of task, so I am trying to find the best way to approach
  uvs inside maya to rely less in uvlayout for simple geo.
  My approach in xsi was usually do all (simple geo) uvs in xsi and
  complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
  am now replacing xsi for maya and will like to keep the same workflow.
  So if the uvtool is supposed to be the new way of unwrapping
  meshes in maya 2015, I was asking why is not included by default? but
  again being a bit new, I am surely missing something obvious :)




-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


RE: maya uv tool broken?

2014-09-08 Thread Matt Lind
Something that basic should not require me contacting the dev.  It should be a 
standard benchmark in testing the product for release as this feature is a 
staple in games production.  If the devs are not checking this, then they 
clearly have not done their homework in understanding the problem(s) that need 
to be solved with such a tool.  It’s kind of like designing and building a 
space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, 
economical and meets all other bullet points on the spec sheet except account 
for the fact the astronauts need to be able to survive the flight.

And yes, I’ve made the issues known along with many others, but if memory 
serves, somebody had the brilliant idea of deleting all those reports from the 
Softimage database.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher 
Crouzet
Sent: Monday, September 08, 2014 11:21 AM
To: Softimage Mailing List
Subject: Re: maya uv tool broken?

If you haven't done it yet, you could forward this kind of request directly to 
the dev: supp...@unfold3d.commailto:supp...@unfold3d.com
He's really friendly and has even been on this list for some times now.


On 8 September 2014 15:13, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for certain types of work.  For example, unfolding a 
symmetrical object an having the resulting UVs laid out symmetrically to 
reflect the geometry's shape.  Unfold3D is very poor with that.


Matt



-Original Message-
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 Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?
Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you step-by-step 
into setting up things and then call unfold.  That's not a new tool, but it's 
been updated to use the new Unfold3d.  I figured that if you knew how to use 
Softimage's Unfold3D you may not need the Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in the two 
separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
lito...@hotmail.commailto:lito...@hotmail.com wrote:
 I don't know The bonus tool predates 2015 and the new workflows .   what
 do you mean? sorry it might be obvious but usually I use uvlayout for
 this type of task, so I am trying to find the best way to approach
 uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and
 complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
 am now replacing xsi for maya and will like to keep the same workflow.
 So if the uvtool is supposed to be the new way of unwrapping
 meshes in maya 2015, I was asking why is not included by default? but
 again being a bit new, I am surely missing something obvious :)



--
Christopher Crouzet
http://christophercrouzet.com



Re: maya uv tool broken?

2014-09-08 Thread Christopher Crouzet
Look, I don't know shit in UV unfolding but I don't need to be an expert to
see that being a bit more respectful towards the devs wouldn't hurt you.
They might not be awesome everyday artists like you, they might not
experience their tool in the same way than you do, and they're not perfect
neither, but they've had the lucidity to implement a crazy complex
algorithm to help out people like you to not spend days unfolding a single
complex mesh and to save your ass from crazy deadlines. If such a “small”
problem blinds you from seeing all the benefits that you're gaining from
using that tool, then it's really a shame.

The Softimage databse isn't the Unfold3D database, so just try contacting
them directly to see how it goes. I'm sure that if you kindly explain them,
they could help.


On 8 September 2014 15:30, Matt Lind ml...@carbinestudios.com wrote:

 Something that basic should not require me contacting the dev.  It should
 be a standard benchmark in testing the product for release as this feature
 is a staple in games production.  If the devs are not checking this, then
 they clearly have not done their homework in understanding the problem(s)
 that need to be solved with such a tool.  It’s kind of like designing and
 building a space shuttle that takes off, lands, maneuvers well in orbit, is
 serviceable, economical and meets all other bullet points on the spec sheet
 except account for the fact the astronauts need to be able to survive the
 flight.



 And yes, I’ve made the issues known along with many others, but if memory
 serves, somebody had the brilliant idea of deleting all those reports from
 the Softimage database.





 Matt









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Christopher
 Crouzet
 *Sent:* Monday, September 08, 2014 11:21 AM
 *To:* Softimage Mailing List

 *Subject:* Re: maya uv tool broken?



 If you haven't done it yet, you could forward this kind of request
 directly to the dev: supp...@unfold3d.com

 He's really friendly and has even been on this list for some times now.





 On 8 September 2014 15:13, Matt Lind ml...@carbinestudios.com wrote:

 If Maya is using the same Unfold3D as Softimage, then artists will still
 need to go to another software for UV layout because Unfold3D lacks very
 basic functionality required for certain types of work.  For example,
 unfolding a symmetrical object an having the resulting UVs laid out
 symmetrically to reflect the geometry's shape.  Unfold3D is very poor with
 that.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Saturday, September 06, 2014 10:59 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: maya uv tool broken?

 Hello,

 Unfold3d is build directly in Maya 2015 and accessible directly from the
 UV Editor menu.
 Then, there is a Bonus Tools which is a mel script that takes you
 step-by-step into setting up things and then call unfold.  That's not a new
 tool, but it's been updated to use the new Unfold3d.  I figured that if you
 knew how to use Softimage's Unfold3D you may not need the Bonus Tools.

 It's worth checking out all the changes in UV Editor and unfolding in the
 two separate sections here:
 http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

 The team has studied UVLayout; going to it shouldn't be necessary for
 anything.

 On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:
  I don't know The bonus tool predates 2015 and the new workflows .
  what
  do you mean? sorry it might be obvious but usually I use uvlayout for
  this type of task, so I am trying to find the best way to approach
  uvs inside maya to rely less in uvlayout for simple geo.
  My approach in xsi was usually do all (simple geo) uvs in xsi and
  complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
  am now replacing xsi for maya and will like to keep the same workflow.
  So if the uvtool is supposed to be the new way of unwrapping
  meshes in maya 2015, I was asking why is not included by default? but
  again being a bit new, I am surely missing something obvious :)





 --

 Christopher Crouzet
 *http://christophercrouzet.com* http://christophercrouzet.com






-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


RE: maya uv tool broken?

2014-09-08 Thread Manuel Huertas Marchena
@Raffaele Fragapane As for all those issues, can't say I've had them, and 
we've been working on multimillion LIDAR scans for weeks. Sounds like busted 
graphic drivers to be honest.yes I think it is also a drivers thing 
indeed...!
@Martin Speaking about Maya weird bugs and possible drivers issues, is it 
normal that the split tool and interactive split tool sometimes just don't 
create some edges I'm drawing? I'm working with 2013 and while the old split 
tool is more reliable, even with its snap not snapping, it still buggy. 
I actually had a similar problem when using the new multi cut tool! To be 
honest the first day I was super happy knowing that I had found a tool that 
merge two functionalities, my surprise was when I added many loops on a highres 
asset and some of the edge loops it was putting onto were really off and 
sometimes in a diagonal fashion, very weird. Also sometimes It was simply not 
recognizing some edges thus not showing the loop, (although to be fait it 
worked most times, but I cannot afford that, it needs to work all times!!). I 
ended up going back to the old tool, I find it more reliable. I keep the multi 
cut tool to create edges. Also I find that the target weld tool is very poor 
compared wight the one in xsi.  To be honest I dont even know how to put it, is 
just that in xsi you know tools work, not sometimes bug here and there...etc, 
they work and thats what I need. I hate to be switching tools legacy/new 
testing whats good or not in what situaton or not...  will I be able to rely 
on. The only add-on I had on my xxi toolset for modeling was add thickness 
besides that everything came onboard.
I had not have the time to test in depth the uvtool / uvunfold system in maya 
2015, I am bit on a rush to do that unfortunately.Although doing some quick 
tests between xsi 2013 and maya 2015, I was getting faster and better results 
with xsi s unfold... the ones in maya ( at least for the archi/hard edge stuff 
Ive been doing at work) was giving me rounded uvs in some cases and then 
needed to optimize etc etc... did not felt intuitive. I ll hope to have the 
time to test stuff more in depth soon.  the uv editor itself in maya 2015 is 
nice. 

@Matt , Something that basic should not require me contacting the dev.  It 
should be a standard benchmark in testing the product for release as this 
feature is a staple in games production.  If the devs are not checking this, 
then they clearly have not done their homework in understanding the problem(s) 
that need to be solved with such a tool.  It’s kind of like designing and 
building a space shuttle that takes off, lands, maneuvers well in orbit, is 
serviceable, economical and meets all other bullet points on the spec sheet 
except account for the fact the astronauts need to be able to survive the 
flight.
..I agree with you man!!

 cheers


-Manu

IMDB | Portfolio | Vimeo
| Linkedin


From: ml...@carbinestudios.com
To: softimage@listproc.autodesk.com
Date: Mon, 8 Sep 2014 18:30:23 +
Subject: RE: maya uv tool broken?

Something that basic should not require me contacting the dev.  It should be a 
standard benchmark in testing the product for release as this feature is a 
staple in games production.  If the devs are not checking this, then they 
clearly have not done their homework in understanding the problem(s) that need 
to be solved with such a tool.  It’s kind of like designing and building a 
space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, 
economical and meets all other bullet points on the spec sheet except account 
for the fact the astronauts need to be able to survive the flight. And yes, 
I’ve made the issues known along with many others, but if memory serves, 
somebody had the brilliant idea of deleting all those reports from the 
Softimage database.  MattFrom: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher 
Crouzet
Sent: Monday, September 08, 2014 11:21 AM
To: Softimage Mailing List
Subject: Re: maya uv tool broken? If you haven't done it yet, you could forward 
this kind of request directly to the dev: support@unfold3d.comHe's really 
friendly and has even been on this list for some times now.  On 8 September 
2014 15:13, Matt Lind ml...@carbinestudios.com wrote:If Maya is using the 
same Unfold3D as Softimage, then artists will still need to go to another 
software for UV layout because Unfold3D lacks very basic functionality required 
for certain types of work.  For example, unfolding a symmetrical object an 
having the resulting UVs laid out symmetrically to reflect the geometry's 
shape.  Unfold3D is very poor with that.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?Hello

Re: maya uv tool broken?

2014-09-08 Thread Luc-Eric Rousseau
You'll need to try the one in Maya before jumping to conclusion,
because not only is the implementation in XSI years old, I think we
kind of dropped the ball a bit on the workflow.  Polygonal Design's
tech was probably best experienced through their standalone app.

On Mon, Sep 8, 2014 at 2:13 PM, Matt Lind ml...@carbinestudios.com wrote:
 If Maya is using the same Unfold3D as Softimage, then artists will still need 
 to go to another software for UV layout because Unfold3D lacks very basic 
 functionality required for certain types of work.  For example, unfolding a 
 symmetrical object an having the resulting UVs laid out symmetrically to 
 reflect the geometry's shape.  Unfold3D is very poor with that.


 Matt

 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau

 Hello,

 Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
 Editor menu.



Re: maya uv tool broken?

2014-09-08 Thread Jason S

  
  
If Maya generally isn't (at all) the
  same as XSI (not that it should or was ever meant to be) 
  I don't think it's something isolated to the UV editor.
  
  I personally find it astonishing to see how much how things start,
  defines the entirety the existence of what was started.
  
  The main differences between Maya and XSI have always essentially
  been the same since the beginning.
  
  Maya was more customizable (suitable for big shops with
  customization departments), 
  and XSI just as 'powerful' but while also much more approachable,
  much more forgiving 
  (generally just much less problems, especially so without one of
  these customization departments), 
  and overall considerably *faster* 
  (to get from point A to point B, because of tons of little things
  that was thought of since the start, not referring to raw
  interaction FPS, and .. especially so without one of these
  customization departments)
  
  And that essentially didn't (ever) change.
  
  Maya did improve on some usability fronts, and there is probably
  more to come. 
  But would probably just mostly still always be Maya until it would
  be something else entirely.
  (reengineering, which it was decided to not go that route, and
  just build more over the same core.)
  
  So it's not that Maya is crap, it's very powerful and even ideal
  in many contexts, 
  but I think the frustration mostly comes down to how XSI was also
  SO very much ideal in many (many!) other somewhat different
  contexts, being when and why Soft was chosen in the first place,
  
  and .. when considering how it's retirement was unwarranted
  (considering the preceding), 
  especially noticable when being in the middle of these very
  contexts where XSI would be just much so more suitable/workable. 
  (if it wasn't wrongfully retired, especially NOT for the
reasons for it's retirement which makes everything somewhat
  harder to take)
  
  that while sort of being right there, but just deliberately kept
  from being available.
  
  Don't know about you, but never would I ever have wished Maya to
  be wiped off the face of the planet, let alone actually do it if
  it was in my power (even if more or less gradually), even if the
  positions were reversed.
  
  It would have been just wrong (as in -not right-) to do something
  like that.
  
  
  
  
  On 09/08/14 16:35, Luc-Eric Rousseau wrote:


  You'll need to try the one in Maya before jumping to conclusion,
because not only is the implementation in XSI years old, I think we
kind of dropped the ball a bit on the workflow.  Polygonal Design's
tech was probably best experienced through their standalone app.

On Mon, Sep 8, 2014 at 2:13 PM, Matt Lind ml...@carbinestudios.com wrote:

  
If Maya is using the same Unfold3D as Softimage, then artists will still need to go to another software for UV layout because Unfold3D lacks very basic functionality required for certain types of work.  For example, unfolding a symmetrical object an having the resulting UVs laid out symmetrically to reflect the geometry's shape.  Unfold3D is very poor with that.


Matt

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau

Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV Editor menu.

  
  



  



RE: maya uv tool broken?

2014-09-08 Thread Raffaele Fragapane
It does symmetry within each shell AFAIK.
On 9 Sep 2014 04:13, Matt Lind ml...@carbinestudios.com wrote:

 If Maya is using the same Unfold3D as Softimage, then artists will still
 need to go to another software for UV layout because Unfold3D lacks very
 basic functionality required for certain types of work.  For example,
 unfolding a symmetrical object an having the resulting UVs laid out
 symmetrically to reflect the geometry's shape.  Unfold3D is very poor with
 that.


 Matt



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Saturday, September 06, 2014 10:59 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: maya uv tool broken?

 Hello,

 Unfold3d is build directly in Maya 2015 and accessible directly from the
 UV Editor menu.
 Then, there is a Bonus Tools which is a mel script that takes you
 step-by-step into setting up things and then call unfold.  That's not a new
 tool, but it's been updated to use the new Unfold3d.  I figured that if you
 knew how to use Softimage's Unfold3D you may not need the Bonus Tools.

 It's worth checking out all the changes in UV Editor and unfolding in the
 two separate sections here:
 http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

 The team has studied UVLayout; going to it shouldn't be necessary for
 anything.

 On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:
  I don't know The bonus tool predates 2015 and the new workflows .
  what
  do you mean? sorry it might be obvious but usually I use uvlayout for
  this type of task, so I am trying to find the best way to approach
  uvs inside maya to rely less in uvlayout for simple geo.
  My approach in xsi was usually do all (simple geo) uvs in xsi and
  complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
  am now replacing xsi for maya and will like to keep the same workflow.
  So if the uvtool is supposed to be the new way of unwrapping
  meshes in maya 2015, I was asking why is not included by default? but
  again being a bit new, I am surely missing something obvious :)




RE: maya uv tool broken?

2014-09-08 Thread Matt Lind
Cause n’ effect, Chris.

First, we use Unfold within Softimage.  The support structure is to contact 
Autodesk for the issues and they in turn relay the info to the Unfold 
developer, if necessary.  That’s why we customers pay support dollars to 
Autodesk.  It’s not the customer’s job to investigate and locate the indy 
developer who did all this work and nag him to fix it.

I submitted a very long detailed list of improvements, suggestions, and bug 
reports over many releases much like I have done for the better part of the 
last 20+ years.  I spent a great deal of time after hours of work, many times 
working past midnight, to go over the details with a fine toothed comb to cover 
all the bases providing examples, reproduction steps, and so on.  In turn, all 
that work was tossed into the trash without 2nd thought with the message that 
all was irrelevant.  Now tell me about respect.

2nd of all, I’m not a Maya user.  I have used Maya in the past, I may be a Maya 
user in the future, but I am not one now.  Therefore it’s not my responsibility 
to report these issues to Autodesk, especially since they’ve already been given 
the information.  It’s their job to put things right and ensure really basic 
stuff like the aforementioned works out of the box before it gets into customer 
hands even in beta testing.  That has nothing to do with being an artist.  It 
has everything to do with good business practices of development and basic 
quality control.   Both of which have been failures with regards to Unfold in 
softimage.  So far the experience of trying to be a Maya user has been 
fruitless.  I have contacted Autodesk more than once about their roadmap when 
it was advertised for such a preview months ago and I have received zero 
response.  Now again, tell me about respect.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christopher 
Crouzet
Sent: Monday, September 08, 2014 12:00 PM
To: Softimage Mailing List
Subject: Re: maya uv tool broken?

Look, I don't know shit in UV unfolding but I don't need to be an expert to see 
that being a bit more respectful towards the devs wouldn't hurt you. They might 
not be awesome everyday artists like you, they might not experience their tool 
in the same way than you do, and they're not perfect neither, but they've had 
the lucidity to implement a crazy complex algorithm to help out people like you 
to not spend days unfolding a single complex mesh and to save your ass from 
crazy deadlines. If such a “small” problem blinds you from seeing all the 
benefits that you're gaining from using that tool, then it's really a shame.

The Softimage databse isn't the Unfold3D database, so just try contacting them 
directly to see how it goes. I'm sure that if you kindly explain them, they 
could help.


On 8 September 2014 15:30, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Something that basic should not require me contacting the dev.  It should be a 
standard benchmark in testing the product for release as this feature is a 
staple in games production.  If the devs are not checking this, then they 
clearly have not done their homework in understanding the problem(s) that need 
to be solved with such a tool.  It’s kind of like designing and building a 
space shuttle that takes off, lands, maneuvers well in orbit, is serviceable, 
economical and meets all other bullet points on the spec sheet except account 
for the fact the astronauts need to be able to survive the flight.

And yes, I’ve made the issues known along with many others, but if memory 
serves, somebody had the brilliant idea of deleting all those reports from the 
Softimage database.


Matt




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 Christopher Crouzet
Sent: Monday, September 08, 2014 11:21 AM
To: Softimage Mailing List

Subject: Re: maya uv tool broken?

If you haven't done it yet, you could forward this kind of request directly to 
the dev: supp...@unfold3d.commailto:supp...@unfold3d.com
He's really friendly and has even been on this list for some times now.


On 8 September 2014 15:13, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for certain types of work.  For example, unfolding a 
symmetrical object an having the resulting UVs laid out symmetrically to 
reflect the geometry's shape.  Unfold3D is very poor with that.


Matt



-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com

RE: maya uv tool broken?

2014-09-08 Thread Matt Lind
‘perfect’ mirrored symmetry?

The problem we’ve experienced is one half will be slightly larger or ever so 
slightly skewed.  To reproduce; Take a sphere, torus, or other polygon mesh 
primitive and cut it in half with your edge selections, then unfold.  Take one 
half of the mesh’s UVs, then mirror/flip them to overlay the other half.  Is it 
an *exact* match?


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, September 08, 2014 2:55 PM
To: softimage@listproc.autodesk.com
Subject: RE: maya uv tool broken?


It does symmetry within each shell AFAIK.
On 9 Sep 2014 04:13, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for certain types of work.  For example, unfolding a 
symmetrical object an having the resulting UVs laid out symmetrically to 
reflect the geometry's shape.  Unfold3D is very poor with that.


Matt



-Original Message-
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 Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you step-by-step 
into setting up things and then call unfold.  That's not a new tool, but it's 
been updated to use the new Unfold3d.  I figured that if you knew how to use 
Softimage's Unfold3D you may not need the Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in the two 
separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
lito...@hotmail.commailto:lito...@hotmail.com wrote:
 I don't know The bonus tool predates 2015 and the new workflows .   what
 do you mean? sorry it might be obvious but usually I use uvlayout for
 this type of task, so I am trying to find the best way to approach
 uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and
 complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
 am now replacing xsi for maya and will like to keep the same workflow.
 So if the uvtool is supposed to be the new way of unwrapping
 meshes in maya 2015, I was asking why is not included by default? but
 again being a bit new, I am surely missing something obvious :)


RE: maya uv tool broken?

2014-09-08 Thread Matt Lind
I should add, the problem is more prominent when the mesh is unfolded in a 
butterfly pattern as opposed to 2 disconnected halves.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Monday, September 08, 2014 3:00 PM
To: softimage@listproc.autodesk.com
Subject: RE: maya uv tool broken?

‘perfect’ mirrored symmetry?

The problem we’ve experienced is one half will be slightly larger or ever so 
slightly skewed.  To reproduce; Take a sphere, torus, or other polygon mesh 
primitive and cut it in half with your edge selections, then unfold.  Take one 
half of the mesh’s UVs, then mirror/flip them to overlay the other half.  Is it 
an *exact* match?


Matt





From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
Fragapane
Sent: Monday, September 08, 2014 2:55 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: maya uv tool broken?


It does symmetry within each shell AFAIK.
On 9 Sep 2014 04:13, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
If Maya is using the same Unfold3D as Softimage, then artists will still need 
to go to another software for UV layout because Unfold3D lacks very basic 
functionality required for certain types of work.  For example, unfolding a 
symmetrical object an having the resulting UVs laid out symmetrically to 
reflect the geometry's shape.  Unfold3D is very poor with that.


Matt



-Original Message-
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 Luc-Eric Rousseau
Sent: Saturday, September 06, 2014 10:59 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from the UV 
Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you step-by-step 
into setting up things and then call unfold.  That's not a new tool, but it's 
been updated to use the new Unfold3d.  I figured that if you knew how to use 
Softimage's Unfold3D you may not need the Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in the two 
separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena 
lito...@hotmail.commailto:lito...@hotmail.com wrote:
 I don't know The bonus tool predates 2015 and the new workflows .   what
 do you mean? sorry it might be obvious but usually I use uvlayout for
 this type of task, so I am trying to find the best way to approach
 uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and
 complex geo unwrap, uvs packing, uv islands ratio inside uvlayout. I
 am now replacing xsi for maya and will like to keep the same workflow.
 So if the uvtool is supposed to be the new way of unwrapping
 meshes in maya 2015, I was asking why is not included by default? but
 again being a bit new, I am surely missing something obvious :)


Re: maya uv tool broken?

2014-09-07 Thread Martin
Speaking about Maya weird bugs and possible drivers issues, is it normal that 
the split tool and interactive split tool sometimes just don't create some 
edges I'm drawing? I'm working with 2013 and while the old split tool is more 
reliable, even with its snap not snapping, it still buggy.

Martin
Sent from my iPhone

 On 2014/09/07, at 11:21, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 As for all those issues, can't say I've had them, and we've been working on 
 multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be 
 honest.
 Selection is wonky, has always been compared to xsi's excellent and 
 streamlined model, but it's not random or unpredictable, just laborious.
 
 On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote:
 @Raffaele, I never assume anything is crap just by default. That being said 
 I ve been experiencing tons of small anoying bugs this last week
 using maya (besides the uvtool) while doing modeling on a very highres 
 asset. (ex: viewport goes suddenly completely black.. then comes back after 
 a while
 and keeps doing it repeatedly,  All of the wires in my objects suddenly 
 change color when going in/out isolate mode, maya constantly crashes 
 combining meshes,
 edge selection issues (maya was keeping some edges selected although I 
 deselect them and changed component mode, also It was not selecting some 
 edges although having click onto (this happened rarely but still!) and some 
 other stuff like that (btw, I tried a similar mesh in xsi without any of 
 these issues).
 
 That without mentioning workflow compared with xsi... but well that I 
 understand is personal preference.  So yes, I was not in the best mood, when 
 I tried the uvtool yesterday.
 And it was good to know that at least it was not working correctly because 
 of the service pack not being installed yet.
 
 So far I can say that my modeling workflow is 90% similar to xsi ( I have 
 almost everything mapped to hotkeys and tend to rarely use the shelf 
 buttons/hotbox at least for modeling, hotkeys do similar operations in both 
 maya and xsi in my setup) but I have the impression that the tools are not 
 well implemented, example the modeling toolkit. Why does maya need two 
 modeling
 workflows?  ex: you have the regular extrude and also the modeling toolkit 
 extrude tool...! (I mostly use the mod kit tool tools) so yes tools are 
 there, but I feel it is a bit convoluted the way
 they are implemented.  ex: some colleagues were not aware of the modeling 
 kit tool operations and used legacy ones, although there are tons of good 
 stuff in the modeling toolkit (dR_...), but because its a bit under the 
 hood it might not be obvious.
 
 Also about the uvtool  why does this tool needs to be a downloadable 
 bonus tool? why is not a default method?
 In any case, I look forward to improve my experience with maya. I am not a 
 software fanboy at all and understand this are just tools in the end. But 
 surely its a bit hard to hold back on comparing having used xsi previously :)
 
  btw, yeah is good to know about the tension display and shell management, I 
 ll definitely will take a look on that, thanks!
 
 cheers
 
 
 
 -Manuel
 
 
 
 IMDB | Portfolio | Vimeo | Linkedin
 
 
 Date: Sat, 6 Sep 2014 12:57:37 +1000
 Subject: Re: maya uv tool broken?
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com
 
 Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya 
 to actually be better than most stuff out there that isn't strictly UV 
 centric (and the UI isn't a throwback to the early 90s SGI like UVL's).
 
 Unfolding works as well as it did in Soft, like Luke said, but on top you 
 have tension display and better shell management.
 Worth a shot instead of resisting it and assuming it's crap by default.
 
 
 On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:
 sp1 was not installed yet indeed!! thanks for the help
 
 
 From: cgc...@gmail.com
 Date: Fri, 5 Sep 2014 22:37:49 +0100
 Subject: Re: maya uv tool broken?
 To: softimage@listproc.autodesk.com
 
 
 Thanks I will look into it, it seems to be a new feature:
 
 http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html
 
 
 On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:
 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty 
  good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!
 
 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately

Re: maya uv tool broken?

2014-09-07 Thread Raffaele Fragapane
Honestly, I'd have to see it to figure it out.
I have had general wonkyness here and there, the uncomfortable click and
key combinations and stuff it uses can make for some odd interaction in my
experience, but usually it's just that uncomfortable, not random.

A couple colleagues around me, who've never used anything other than Maya,
had more or less the same experience, but tended to attribute it to
randomness, until I took them over what the behaviour actually is in what
conditions, and they eventually got over it and got used to the MTK in
2014/15 (some changes between the two).

Pre-2014 though I can't help you, I'd rather chew on broken glass and
infected syringes than model something in Maya 2013 or prior.


On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.com wrote:

 Speaking about Maya weird bugs and possible drivers issues, is it normal
 that the split tool and interactive split tool sometimes just don't create
 some edges I'm drawing? I'm working with 2013 and while the old split tool
 is more reliable, even with its snap not snapping, it still buggy.

 Martin
 Sent from my iPhone




Re: maya uv tool broken?

2014-09-07 Thread Graham Bell
Personally I never really got on with the interactive split tool when it was 
added, and would always revert back to the original Split Poly.
I’m really liking the updated Multi-Cit tool in 2015 though, which combines a 
few features, including those two.

G


From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Sunday, 7 September 2014 07:26
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Honestly, I'd have to see it to figure it out.
I have had general wonkyness here and there, the uncomfortable click and key 
combinations and stuff it uses can make for some odd interaction in my 
experience, but usually it's just that uncomfortable, not random.

A couple colleagues around me, who've never used anything other than Maya, had 
more or less the same experience, but tended to attribute it to randomness, 
until I took them over what the behaviour actually is in what conditions, and 
they eventually got over it and got used to the MTK in 2014/15 (some changes 
between the two).

Pre-2014 though I can't help you, I'd rather chew on broken glass and infected 
syringes than model something in Maya 2013 or prior.


On Sun, Sep 7, 2014 at 4:05 PM, Martin 
furik...@gmail.commailto:furik...@gmail.com wrote:
Speaking about Maya weird bugs and possible drivers issues, is it normal that 
the split tool and interactive split tool sometimes just don't create some 
edges I'm drawing? I'm working with 2013 and while the old split tool is more 
reliable, even with its snap not snapping, it still buggy.

Martin
Sent from my iPhone

attachment: winmail.dat

Re: maya uv tool broken?

2014-09-07 Thread Martin
The only thing I like about the interactive tool is it's snapping working 
correctly, but it's main feature, drawing edges, doesn't do it well. It happens 
specially when I'm drawing lots of edges before right clicking. And drawing 
edges on polygons (not over edges) works 1 of 10. 9 times it does something 
totally unpredictable.

The old split one is a little more reliable.

What we though was a basic tool in XSI, was actually an awesomely good tool 
that Maya couldn't match until the mtk versions.

Sadly, for us, Maya 2013 is still very used here. I've always modeled in 
Softimage before sending it to Maya but lately I'm trying to do it all in Maya. 
I wish Autodesk had killed Softimage when 2014 was the minimum standard version.

Martin
Sent from my iPhone

 On 2014/09/07, at 20:55, Graham Bell graham.b...@autodesk.com wrote:
 
 Personally I never really got on with the interactive split tool when it was 
 added, and would always revert back to the original Split Poly.
 I’m really liking the updated Multi-Cit tool in 2015 though, which combines a 
 few features, including those two.
 
 G
 
 
 From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
 Reply-To: 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Date: Sunday, 7 September 2014 07:26
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: maya uv tool broken?
 
 Honestly, I'd have to see it to figure it out.
 I have had general wonkyness here and there, the uncomfortable click and key 
 combinations and stuff it uses can make for some odd interaction in my 
 experience, but usually it's just that uncomfortable, not random.
 
 A couple colleagues around me, who've never used anything other than Maya, 
 had more or less the same experience, but tended to attribute it to 
 randomness, until I took them over what the behaviour actually is in what 
 conditions, and they eventually got over it and got used to the MTK in 
 2014/15 (some changes between the two).
 
 Pre-2014 though I can't help you, I'd rather chew on broken glass and 
 infected syringes than model something in Maya 2013 or prior.
 
 
 On Sun, Sep 7, 2014 at 4:05 PM, Martin 
 furik...@gmail.commailto:furik...@gmail.com wrote:
 Speaking about Maya weird bugs and possible drivers issues, is it normal that 
 the split tool and interactive split tool sometimes just don't create some 
 edges I'm drawing? I'm working with 2013 and while the old split tool is more 
 reliable, even with its snap not snapping, it still buggy.
 
 Martin
 Sent from my iPhone
 
 winmail.dat



RE: maya uv tool broken?

2014-09-06 Thread Manuel Huertas Marchena
@Raffaele, I never assume anything is crap just by default. That being said I 
ve been experiencing tons of small anoying bugs this last week
using maya (besides the uvtool) while doing modeling on a very highres asset. 
(ex: viewport goes suddenly completely black.. then comes back after a while
and keeps doing it repeatedly,  All of the wires in my objects suddenly change 
color when going in/out isolate mode, maya constantly crashes combining meshes,
edge selection issues (maya was keeping some edges selected although I deselect 
them and changed component mode, also It was not selecting some edges although 
having click onto (this happened rarely but still!) and some other stuff like 
that (btw, I tried a similar mesh in xsi without any of these issues).

That without mentioning workflow compared with xsi... but well that I 
understand is personal preference.  So yes, I was not in the best mood, when I 
tried the uvtool yesterday.
And it was good to know that at least it was not working correctly because of 
the service pack not being installed yet.

So far I can say that my modeling workflow is 90% similar to xsi ( I have 
almost everything mapped to hotkeys and tend to rarely use the shelf 
buttons/hotbox at least for modeling, hotkeys do similar operations in both 
maya and xsi in my setup) but I have the impression that the tools are not well 
implemented, example the modeling toolkit. Why does maya need two modeling
workflows?  ex: you have the regular extrude and also the modeling toolkit 
extrude tool...! (I mostly use the mod kit tool tools) so yes tools are there, 
but I feel it is a bit convoluted the way
they are implemented.  ex: some colleagues were not aware of the modeling kit 
tool operations and used legacy ones, although there are tons of good stuff in 
the modeling toolkit (dR_...), but because its a bit under the hood it might 
not be obvious.

Also about the uvtool  why does this tool needs to be a downloadable bonus 
tool? why is not a default method?
In any case, I look forward to improve my experience with maya. I am not a 
software fanboy at all and understand this are just tools in the end. But 
surely its a bit hard to hold back on comparing having used xsi previously :)

 btw, yeah is good to know about the tension display and shell management, I ll 
definitely will take a look on that, thanks!

cheers



-Manuel



IMDB | Portfolio | Vimeo
| Linkedin


Date: Sat, 6 Sep 2014 12:57:37 +1000
Subject: Re: maya uv tool broken?
From: raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com

Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya to 
actually be better than most stuff out there that isn't strictly UV centric 
(and the UI isn't a throwback to the early 90s SGI like UVL's).

Unfolding works as well as it did in Soft, like Luke said, but on top you have 
tension display and better shell management.
Worth a shot instead of resisting it and assuming it's crap by default.


On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com 
wrote:



sp1 was not installed yet indeed!! thanks for the help

From: cgc...@gmail.com
Date: Fri, 5 Sep 2014 22:37:49 +0100
Subject: Re: maya uv tool broken?
To: softimage@listproc.autodesk.com

Thanks I will look into it, it seems to be a new feature:
http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html


On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:
On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote:

 Hi Luc-Eric,



 Was having a goodl ook at the Maya UV editor today and it seems pretty good.

 The only thing I didn't manage to do was to tear off polygons.. Is this

 possible? I do this all the time in Soft!



Hello, I'm not a UV editor user in either apps, but if you mean the

tearing mode toggle in Softimage, there isn't a mode in Maya for

that. You would select polygon and then Create UV Shell. It also sets

the selection mode to Shell, so you can move it immediately.  If you

mean something else, I can ask a colleague.


  


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

  

Re: maya uv tool broken?

2014-09-06 Thread Sebastien Sterling
There was one nightmarish bug with joints i came across in 2012, when
rotating a characters limb, the gizmo would would not respond, there would
be a short pause, then all of a sudden the joint would snap to that
position, and if you ctrl-Zed the joint would treat this new position as
it's default pose. this happened with annoying frequency, sometimes even
when rotating something like a primitive sphere.


On 6 September 2014 13:42, Manuel Huertas Marchena lito...@hotmail.com
wrote:

 @Raffaele, I never assume anything is crap just by default. That being
 said I ve been experiencing tons of small anoying bugs this last week
 using maya (besides the uvtool) while doing modeling on a very highres
 asset. (ex: viewport goes suddenly completely black.. then comes back after
 a while
 and keeps doing it repeatedly,  All of the wires in my objects suddenly
 change color when going in/out isolate mode, maya constantly crashes
 combining meshes,
 edge selection issues (maya was keeping some edges selected although I
 deselect them and changed component mode, also It was not selecting some
 edges although having click onto (this happened rarely but still!) and some
 other stuff like that (btw, I tried a similar mesh in xsi without any of
 these issues).

 That without mentioning workflow compared with xsi... but well that I
 understand is personal preference.  So yes, I was not in the best mood,
 when I tried the uvtool yesterday.
 And it was good to know that at least it was not working correctly because
 of the service pack not being installed yet.

 So far I can say that my modeling workflow is 90% similar to xsi ( I have
 almost everything mapped to hotkeys and tend to rarely use the shelf
 buttons/hotbox at least for modeling, hotkeys do similar operations in both
 maya and xsi in my setup) but I have the impression that the tools are not
 well implemented, example the modeling toolkit. Why does maya need two
 modeling
 workflows?  ex: you have the regular extrude and also the modeling toolkit
 extrude tool...! (I mostly use the mod kit tool tools) so yes tools are
 there, but I feel it is a bit convoluted the way
 they are implemented.  ex: some colleagues were not aware of the modeling
 kit tool operations and used legacy ones, although there are tons of good
 stuff in the modeling toolkit (dR_...), but because its a bit under the
 hood it might not be obvious.

 Also about the uvtool  why does this tool needs to be a downloadable
 bonus tool? why is not a default method?
 In any case, I look forward to improve my experience with maya. I am not a
 software fanboy at all and understand this are just tools in the end. But
 surely its a bit hard to hold back on comparing having used xsi previously
 :)

  btw, yeah is good to know about the tension display and shell management,
 I ll definitely will take a look on that, thanks!

 cheers



 -Manuel



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| Vimeo
 http://vimeo.com/manuelhuertasmarchena | Linkedin
 http://www.linkedin.com/in/manuelhuertas


 --
 Date: Sat, 6 Sep 2014 12:57:37 +1000
 Subject: Re: maya uv tool broken?
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com


 Unwrapping UVs in Maya 2015 is one of the very rare things where I find
 Maya to actually be better than most stuff out there that isn't strictly UV
 centric (and the UI isn't a throwback to the early 90s SGI like UVL's).

 Unfolding works as well as it did in Soft, like Luke said, but on top you
 have tension display and better shell management.
 Worth a shot instead of resisting it and assuming it's crap by default.


 On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 sp1 was not installed yet indeed!! thanks for the help


 --
 From: cgc...@gmail.com
 Date: Fri, 5 Sep 2014 22:37:49 +0100
 Subject: Re: maya uv tool broken?
 To: softimage@listproc.autodesk.com


 Thanks I will look into it, it seems to be a new feature:


 http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html


 On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com
 wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty
 good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!

 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately.  If you
 mean something else, I can ask a colleague.





 --
 Our users will know fear and cower before our software

RE: maya uv tool broken?

2014-09-06 Thread Luc-Eric Rousseau
On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com
wrote:

 Also about the uvtool  why does this tool needs to be a downloadable
bonus tool? why is not a default method?

Does it?  I don't know The bonus tool predates 2015 and the new workflows .


RE: maya uv tool broken?

2014-09-06 Thread Manuel Huertas Marchena
I don't know The bonus tool predates 2015 and the new workflows .   what do 
you mean? sorry it might be obvious but usually 
I use uvlayout for this type of task, so I am trying to find the best way to 
approach uvs inside maya to rely less in uvlayout for simple geo.
My approach in xsi was usually do all (simple geo) uvs in xsi and complex geo 
unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
replacing xsi for maya and will like to keep the same workflow. So if the 
uvtool is supposed to be the new way of unwrapping meshes in maya
2015, I was asking why is not included by default? but again being a bit new, I 
am surely missing something obvious :)




IMDB | Portfolio | Vimeo
| Linkedin


Date: Sat, 6 Sep 2014 10:44:28 -0400
Subject: RE: maya uv tool broken?
From: luceri...@gmail.com
To: softimage@listproc.autodesk.com



On Sep 6, 2014 8:43 AM, Manuel Huertas Marchena lito...@hotmail.com wrote:
 Also about the uvtool  why does this tool needs to be a downloadable bonus 
 tool? why is not a default method?

Does it?  I don't know The bonus tool predates 2015 and the new workflows . 
  

Re: maya uv tool broken?

2014-09-06 Thread Luc-Eric Rousseau
Hello,

Unfold3d is build directly in Maya 2015 and accessible directly from
the UV Editor menu.
Then, there is a Bonus Tools which is a mel script that takes you
step-by-step into setting up things and then call unfold.  That's not
a new tool, but it's been updated to use the new Unfold3d.  I figured
that if you knew how to use Softimage's Unfold3D you may not need the
Bonus Tools.

It's worth checking out all the changes in UV Editor and unfolding in
the two separate sections here:
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling

The team has studied UVLayout; going to it shouldn't be necessary for anything.

On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena
lito...@hotmail.com wrote:
 I don't know The bonus tool predates 2015 and the new workflows .   what
 do you mean? sorry it might be obvious but usually
 I use uvlayout for this type of task, so I am trying to find the best way
 to approach uvs inside maya to rely less in uvlayout for simple geo.
 My approach in xsi was usually do all (simple geo) uvs in xsi and complex
 geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
 replacing xsi for maya and will like to keep the same workflow. So if the
 uvtool is supposed to be the new way of unwrapping meshes in maya
 2015, I was asking why is not included by default? but again being a bit
 new, I am surely missing something obvious :)


RE: maya uv tool broken?

2014-09-06 Thread Manuel Huertas Marchena
Yes I am very familiar with uvlayout of course! I was just a bit confused with 
the bonus tools for 2015,
though it was a new addition, when it is the contrary. I see well now, I ll 
take a look at the
link! thanks for taking the time explaining :)


 Date: Sat, 6 Sep 2014 13:59:05 -0400
 Subject: Re: maya uv tool broken?
 From: luceri...@gmail.com
 To: softimage@listproc.autodesk.com
 
 Hello,
 
 Unfold3d is build directly in Maya 2015 and accessible directly from
 the UV Editor menu.
 Then, there is a Bonus Tools which is a mel script that takes you
 step-by-step into setting up things and then call unfold.  That's not
 a new tool, but it's been updated to use the new Unfold3d.  I figured
 that if you knew how to use Softimage's Unfold3D you may not need the
 Bonus Tools.
 
 It's worth checking out all the changes in UV Editor and unfolding in
 the two separate sections here:
 http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling
 
 The team has studied UVLayout; going to it shouldn't be necessary for 
 anything.
 
 On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena
 lito...@hotmail.com wrote:
  I don't know The bonus tool predates 2015 and the new workflows .   what
  do you mean? sorry it might be obvious but usually
  I use uvlayout for this type of task, so I am trying to find the best way
  to approach uvs inside maya to rely less in uvlayout for simple geo.
  My approach in xsi was usually do all (simple geo) uvs in xsi and complex
  geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
  replacing xsi for maya and will like to keep the same workflow. So if the
  uvtool is supposed to be the new way of unwrapping meshes in maya
  2015, I was asking why is not included by default? but again being a bit
  new, I am surely missing something obvious :)
  

RE: maya uv tool broken?

2014-09-06 Thread Raffaele Fragapane
Look up the unfold ad video on YouTube, there's a step by step of what is
what. The bonus tool itself basically spares you from creating a host
projection and saves you one in cutting the seams. Personally I don't
bother with it, it only saves you a couple minutes on any given model with
multiple sets.
On 7 Sep 2014 04:23, Manuel Huertas Marchena lito...@hotmail.com wrote:

 Yes I am very familiar with uvlayout of course! I was just a bit confused
 with the bonus tools for 2015,
 though it was a new addition, when it is the contrary. I see well now, I
 ll take a look at the
 link! thanks for taking the time explaining :)


  Date: Sat, 6 Sep 2014 13:59:05 -0400
  Subject: Re: maya uv tool broken?
  From: luceri...@gmail.com
  To: softimage@listproc.autodesk.com
 
  Hello,
 
  Unfold3d is build directly in Maya 2015 and accessible directly from
  the UV Editor menu.
  Then, there is a Bonus Tools which is a mel script that takes you
  step-by-step into setting up things and then call unfold. That's not
  a new tool, but it's been updated to use the new Unfold3d. I figured
  that if you knew how to use Softimage's Unfold3D you may not need the
  Bonus Tools.
 
  It's worth checking out all the changes in UV Editor and unfolding in
  the two separate sections here:
  http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=New_in_Modeling
 
  The team has studied UVLayout; going to it shouldn't be necessary for
 anything.
 
  On Sat, Sep 6, 2014 at 11:48 AM, Manuel Huertas Marchena
  lito...@hotmail.com wrote:
   I don't know The bonus tool predates 2015 and the new workflows .
 what
   do you mean? sorry it might be obvious but usually
   I use uvlayout for this type of task, so I am trying to find the
 best way
   to approach uvs inside maya to rely less in uvlayout for simple geo.
   My approach in xsi was usually do all (simple geo) uvs in xsi and
 complex
   geo unwrap, uvs packing, uv islands ratio inside uvlayout. I am now
   replacing xsi for maya and will like to keep the same workflow. So if
 the
   uvtool is supposed to be the new way of unwrapping meshes in maya
   2015, I was asking why is not included by default? but again being a
 bit
   new, I am surely missing something obvious :)



RE: maya uv tool broken?

2014-09-06 Thread Raffaele Fragapane
As for all those issues, can't say I've had them, and we've been working on
multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to
be honest.
Selection is wonky, has always been compared to xsi's excellent and
streamlined model, but it's not random or unpredictable, just laborious.
On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote:

 @Raffaele, I never assume anything is crap just by default. That being
 said I ve been experiencing tons of small anoying bugs this last week
 using maya (besides the uvtool) while doing modeling on a very highres
 asset. (ex: viewport goes suddenly completely black.. then comes back after
 a while
 and keeps doing it repeatedly,  All of the wires in my objects suddenly
 change color when going in/out isolate mode, maya constantly crashes
 combining meshes,
 edge selection issues (maya was keeping some edges selected although I
 deselect them and changed component mode, also It was not selecting some
 edges although having click onto (this happened rarely but still!) and some
 other stuff like that (btw, I tried a similar mesh in xsi without any of
 these issues).

 That without mentioning workflow compared with xsi... but well that I
 understand is personal preference.  So yes, I was not in the best mood,
 when I tried the uvtool yesterday.
 And it was good to know that at least it was not working correctly because
 of the service pack not being installed yet.

 So far I can say that my modeling workflow is 90% similar to xsi ( I have
 almost everything mapped to hotkeys and tend to rarely use the shelf
 buttons/hotbox at least for modeling, hotkeys do similar operations in both
 maya and xsi in my setup) but I have the impression that the tools are not
 well implemented, example the modeling toolkit. Why does maya need two
 modeling
 workflows?  ex: you have the regular extrude and also the modeling toolkit
 extrude tool...! (I mostly use the mod kit tool tools) so yes tools are
 there, but I feel it is a bit convoluted the way
 they are implemented.  ex: some colleagues were not aware of the modeling
 kit tool operations and used legacy ones, although there are tons of good
 stuff in the modeling toolkit (dR_...), but because its a bit under the
 hood it might not be obvious.

 Also about the uvtool  why does this tool needs to be a downloadable
 bonus tool? why is not a default method?
 In any case, I look forward to improve my experience with maya. I am not a
 software fanboy at all and understand this are just tools in the end. But
 surely its a bit hard to hold back on comparing having used xsi previously
 :)

  btw, yeah is good to know about the tension display and shell management,
 I ll definitely will take a look on that, thanks!

 cheers



 -Manuel



 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| Vimeo
 http://vimeo.com/manuelhuertasmarchena | Linkedin
 http://www.linkedin.com/in/manuelhuertas


 --
 Date: Sat, 6 Sep 2014 12:57:37 +1000
 Subject: Re: maya uv tool broken?
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com

 Unwrapping UVs in Maya 2015 is one of the very rare things where I find
 Maya to actually be better than most stuff out there that isn't strictly UV
 centric (and the UI isn't a throwback to the early 90s SGI like UVL's).

 Unfolding works as well as it did in Soft, like Luke said, but on top you
 have tension display and better shell management.
 Worth a shot instead of resisting it and assuming it's crap by default.


 On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:

 sp1 was not installed yet indeed!! thanks for the help


 --
 From: cgc...@gmail.com
 Date: Fri, 5 Sep 2014 22:37:49 +0100
 Subject: Re: maya uv tool broken?
 To: softimage@listproc.autodesk.com


 Thanks I will look into it, it seems to be a new feature:


 http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html


 On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com
 wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty
 good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!

 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately.  If you
 mean something else, I can ask a colleague.





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



maya uv tool broken?

2014-09-05 Thread Manuel Huertas Marchena
hi There,
I am in the mood of writing a huuuge rant on how much maya modeling tools are 
broken to a pointa wouldn't though so! but for the sake of my and your mental 
sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one 
that comes with the bonus tools) in 2015... for macis broken somehow? It lags 
like hell the done button does not work, plus the uvs it gives me are a 
joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick 
with maya for a bit,please let me know, if not I ll try to think of a different 
approach.
thanks!



IMDB | Portfolio | Vimeo
| Linkedin
  

Re: maya uv tool broken?

2014-09-05 Thread Chris Johnson
export back to soft for unwrapping?

I still do all my initial unwraps in XSI...regardless of the end software.


On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com
 wrote:

 hi There,

 I am in the mood of writing a huuuge rant on how much maya modeling tools
 are broken to a point
 a wouldn't though so! but for the sake of my and your mental sanity I ll
 ask a simple question :)
 does someone knows if maya uvtool ( the one that comes with the bonus
 tools) in 2015... for mac
 is broken somehow? It lags like hell the done button does not work,
 plus the uvs it gives me are a joke..compared to xsi. I am awaiting a
 uvlayout license, so I need to stick with maya for a bit,
 please let me know, if not I ll try to think of a different approach.

 thanks!




 IMDB http://www.imdb.com/name/nm4755969/ | Portfolio
 http://envmanu.com http://envmanu.carbonmade.com/| Vimeo
 http://vimeo.com/manuelhuertasmarchena | Linkedin
 http://www.linkedin.com/in/manuelhuertas



RE: maya uv tool broken?

2014-09-05 Thread Manuel Huertas Marchena
ahaha I was sooo thinking of that! unfortunately I only have maya available 
at work, so can't :(I ll seriously consider to invest some time to learn modo I 
think..!


IMDB | Portfolio | Vimeo
| Linkedin


Date: Fri, 5 Sep 2014 15:30:53 -0400
Subject: Re: maya uv tool broken?
From: chr...@topixfx.com
To: softimage@listproc.autodesk.com

export back to soft for unwrapping?
I still do all my initial unwraps in XSI...regardless of the end software.

On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena lito...@hotmail.com 
wrote:



hi There,
I am in the mood of writing a huuuge rant on how much maya modeling tools are 
broken to a pointa wouldn't though so! but for the sake of my and your mental 
sanity I ll ask a simple question :)does someone knows if maya uvtool ( the one 
that comes with the bonus tools) in 2015... for macis broken somehow? It lags 
like hell the done button does not work, plus the uvs it gives me are a 
joke..compared to xsi. I am awaiting a uvlayout license, so I need to stick 
with maya for a bit,please let me know, if not I ll try to think of a different 
approach.
thanks!



IMDB | Portfolio | Vimeo
| Linkedin
  

  

Re: maya uv tool broken?

2014-09-05 Thread Luc-Eric Rousseau
Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and
should give just as good or better result.
Perhaps check if the plugin is loaded, it's called Unfold3d.
Also please install the latest service pack for Maya.  I believe the
HUD buttons, which are used by the bonus tools,  were not working in
the original release and were fixed in SP1


On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena
lito...@hotmail.com wrote:
 hi There,

 I am in the mood of writing a huuuge rant on how much maya modeling tools
 are broken to a point
 a wouldn't though so! but for the sake of my and your mental sanity I ll ask
 a simple question :)
 does someone knows if maya uvtool ( the one that comes with the bonus
 tools) in 2015... for mac
 is broken somehow? It lags like hell the done button does not work,
 plus the uvs it gives me are a joke..compared to xsi. I am awaiting a
 uvlayout license, so I need to stick with maya for a bit,
 please let me know, if not I ll try to think of a different approach.

 thanks!




 IMDB | Portfolio | Vimeo | Linkedin


Re: maya uv tool broken?

2014-09-05 Thread Cristobal Infante
Hi Luc-Eric,

Was having a goodl ook at the Maya UV editor today and it seems pretty
good. The only thing I didn't manage to do was to tear off polygons.. Is
this possible? I do this all the time in Soft!

On Friday, 5 September 2014, Luc-Eric Rousseau luceri...@gmail.com wrote:

 Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and
 should give just as good or better result.
 Perhaps check if the plugin is loaded, it's called Unfold3d.
 Also please install the latest service pack for Maya.  I believe the
 HUD buttons, which are used by the bonus tools,  were not working in
 the original release and were fixed in SP1


 On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena
 lito...@hotmail.com javascript:; wrote:
  hi There,
 
  I am in the mood of writing a huuuge rant on how much maya modeling tools
  are broken to a point
  a wouldn't though so! but for the sake of my and your mental sanity I ll
 ask
  a simple question :)
  does someone knows if maya uvtool ( the one that comes with the bonus
  tools) in 2015... for mac
  is broken somehow? It lags like hell the done button does not work,
  plus the uvs it gives me are a joke..compared to xsi. I am awaiting a
  uvlayout license, so I need to stick with maya for a bit,
  please let me know, if not I ll try to think of a different approach.
 
  thanks!
 
 
 
 
  IMDB | Portfolio | Vimeo | Linkedin



RE: maya uv tool broken?

2014-09-05 Thread Manuel Huertas Marchena
Thanks Luc Eric,
Well I just opened it for the first time today... the uv tool (so I might need 
to play around a bit more, but the first results were not very good, although 
if you say so, then it should be a mistake on my side, which is preferable at 
this point!) good to know its the same plugin as xsi. I am not sure about the 
service pack, but I ll check that asap. It was annoying to have the done 
button not going away after repeated clicking.  Thanks again for your help.


IMDB | Portfolio | Vimeo
| Linkedin


Date: Fri, 5 Sep 2014 21:26:10 +0100
Subject: Re: maya uv tool broken?
From: cgc...@gmail.com
To: softimage@listproc.autodesk.com

Hi Luc-Eric,
Was having a goodl ook at the Maya UV editor today and it seems pretty good. 
The only thing I didn't manage to do was to tear off polygons.. Is this 
possible? I do this all the time in Soft!
On Friday, 5 September 2014, Luc-Eric Rousseau luceri...@gmail.com wrote:
Unfold in Maya 2015 is the same Unfold3d tech as in Softimage and

should give just as good or better result.

Perhaps check if the plugin is loaded, it's called Unfold3d.

Also please install the latest service pack for Maya.  I believe the

HUD buttons, which are used by the bonus tools,  were not working in

the original release and were fixed in SP1





On Fri, Sep 5, 2014 at 2:25 PM, Manuel Huertas Marchena

lito...@hotmail.com wrote:

 hi There,



 I am in the mood of writing a huuuge rant on how much maya modeling tools

 are broken to a point

 a wouldn't though so! but for the sake of my and your mental sanity I ll ask

 a simple question :)

 does someone knows if maya uvtool ( the one that comes with the bonus

 tools) in 2015... for mac

 is broken somehow? It lags like hell the done button does not work,

 plus the uvs it gives me are a joke..compared to xsi. I am awaiting a

 uvlayout license, so I need to stick with maya for a bit,

 please let me know, if not I ll try to think of a different approach.



 thanks!









 IMDB | Portfolio | Vimeo | Linkedin

  

Re: maya uv tool broken?

2014-09-05 Thread Luc-Eric Rousseau
On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote:
 Hi Luc-Eric,

 Was having a goodl ook at the Maya UV editor today and it seems pretty good.
 The only thing I didn't manage to do was to tear off polygons.. Is this
 possible? I do this all the time in Soft!

Hello, I'm not a UV editor user in either apps, but if you mean the
tearing mode toggle in Softimage, there isn't a mode in Maya for
that. You would select polygon and then Create UV Shell. It also sets
the selection mode to Shell, so you can move it immediately.  If you
mean something else, I can ask a colleague.


Re: maya uv tool broken?

2014-09-05 Thread Cristobal Infante
Thanks I will look into it, it seems to be a new feature:

http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html


On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com
 wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty
 good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!

 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately.  If you
 mean something else, I can ask a colleague.



Re: maya uv tool broken?

2014-09-05 Thread Raffaele Fragapane
Unwrapping UVs in Maya 2015 is one of the very rare things where I find
Maya to actually be better than most stuff out there that isn't strictly UV
centric (and the UI isn't a throwback to the early 90s SGI like UVL's).

Unfolding works as well as it did in Soft, like Luke said, but on top you
have tension display and better shell management.
Worth a shot instead of resisting it and assuming it's crap by default.


On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena lito...@hotmail.com
 wrote:

 sp1 was not installed yet indeed!! thanks for the help


 --
 From: cgc...@gmail.com
 Date: Fri, 5 Sep 2014 22:37:49 +0100
 Subject: Re: maya uv tool broken?
 To: softimage@listproc.autodesk.com


 Thanks I will look into it, it seems to be a new feature:


 http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html


 On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com
 wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty
 good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!

 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately.  If you
 mean something else, I can ask a colleague.





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