Hello, I find tangent handles in Maya's graph editor very frustrating.
In XSI, by default, tangents handles left and right have untied length.
Then you can use a function that links the length of the handles, left
and right.
But in Maya, by default, the handles are linked EVEN IF THEY DON'T
ilisation which "does not move on".
Le ven. 3 juil. 2020 à 00:49, Matt Lind a écrit :
> It has been 6 years since retirement. People move on.
>
> Matt
>
>
> > Message: 1
> > Date: Thu, 2 Jul 2020 11:46:39 +0100
> > From: Chris Marshall
> > Su
It has been 6 years since retirement. People move on.
Matt
> Message: 1
> Date: Thu, 2 Jul 2020 11:46:39 +0100
> From: Chris Marshall
> Subject: Re: OT - extruding in Maya?
> To:
>
>
> It's getting very quiet in here
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Subject: Re: OT - extruding in Maya?
It's getting very quiet in here
On Fri, 26 Jun 2020 at 11:58,
mailto:x...@colorshopvfx.dk>> wrote:
Apologies for the Maya OT - this is the only place where it is possible to get
sensible fe
It's getting very quiet in here
On Fri, 26 Jun 2020 at 11:58, wrote:
> Apologies for the Maya OT - this is the only place where it is possible to
> get sensible feedback also on Maya stuff.
>
>
> As you will know if you have used Maya, the extrude tools sucks spades
>
Apologies for the Maya OT - this is the only place where it is possible
to get sensible feedback also on Maya stuff.
As you will know if you have used Maya, the extrude tools sucks spades
compared to XSI's . My question is if you have come across good scripts
or third party tools that do
crease
or decrease the
value of a whole group of keyframes. Check the attached
image.
Is it possible to do the same in Maya?
Thanks
eah if you type +=5 it'll add 5 to each selected key
> [input box maya numbers.gif]
> in the gif I do +=-3 to make it minus 3 from it's original value
>
> On Fri, May 15, 2020 at 7:07 AM David Saber wrote:
>
>> Hi all,
>>
>> In Softimage's animation editor, it was easy
yeah if you type +=5 it'll add 5 to each selected key
[image: input box maya numbers.gif]
in the gif I do +=-3 to make it minus 3 from it's original value
On Fri, May 15, 2020 at 7:07 AM David Saber wrote:
> Hi all,
>
> In Softimage's animation editor, it was easy to increase or
your money somewhere else believe me.
Luck!
On Sun, May 10, 2020, 04:35 Mirko Jankovic
wrote:
> If yoiu are lucky to have maya indi available at your country at all
>
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I'd let it expire for the perm soft and Maya lic, and then pic up Maya
indie for the character stuff. Blender is worth adding to the arsenal for
sure.
On Sun, 10 May 2020, 00:56 J R Sanchez, wrote:
> Honestly you are not getting much. There is a Maya Indie as well.
>
>
> http
Honestly you are not getting much. There is a Maya Indie as well.
https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rsOelCL9r8TPNhamPpv5mE369XOklYHyTRTB0zhd4u-2BK35T-2FCBCMU-2FpYUYY7TE9MEI-2FQ8-2B0E2pP8jCXTnM6uEvn83tvjqU9qabjPo5fu7tTyLjlVmQnGvFpoZwkmDaLXr7DqbJkBTvkObfrobQzva9A
My one question was not sarcastic, what do you get for the trading in a
permanent license for subscription (the price doubles). I can still maintain my
Maya/Softimage license for 1 more year then it has to be converted to
subscription however they have discontinued the Entertainment suite
more than the mograph only toolset it once was. You'd need to factor in a
> subscription to X-Particles too but it's still a way lower combined cost
> than Maya/Houdini.
>
> On Fri, 8 May 2020 at 02:43, phil harbath
> wrote:
>
>> I had been renewing my maintenance for Maya/Sof
the mograph only toolset it once was. You'd need to factor in a
> subscription to X-Particles too but it's still a way lower combined cost than
> Maya/Houdini.
>
> On Fri, 8 May 2020 at 02:43, phil harbath <mailto:phil.harb...@jamination.com>> wrote:
> I had been renewing my
through a period of strong innovation over the last 3/4 years, it's far
more than the mograph only toolset it once was. You'd need to factor in a
subscription to X-Particles too but it's still a way lower combined cost
than Maya/Houdini.
On Fri, 8 May 2020 at 02:43, phil harbath
wrote:
> I
I had been renewing my maintenance for Maya/Softimage and Entertainment
Suite/Softimage for last several years and the price, while increasing was
reasonable. Now they want me to trade those in for non-network versions and
no Entertainment suite (just Maya), for almost 2x the price to rent
You can bake the animation, animation tab/key menu/bake animation
On Mon, Feb 3, 2020 at 12:35 AM David Saber wrote:
> Hello again , hope I'm not dogging you with my Maya questions.
>
>
> In Soft, in the animation editor, we could set the animation to cycle
> between , for ex
We wrote our own at Blur
It's open source
t; David
>
>
>
> On 2020-01-31 14:04, x...@colorshopvfx.dk wrote:
>> I wish I needed to ask more questions about XSI, but sigh...
>>
>> I have lost my booksmarks for Maya related rigging tools and tips. I
>> know mGear is out there, but do you clever heads have ad
Hello again , hope I'm not dogging you with my Maya questions.
In Soft, in the animation editor, we could set the animation to cycle
between , for example, frames 1 to 24. Then we could freeze the cycle ,
say , from frame 1 to frame 144.
Is there anyway to do this in Maya? I searched
-2Fq5Uh94-2BgdRTCL6IGOGPAe4
Cheerrs,
David
On 2020-01-31 14:04, x...@colorshopvfx.dk wrote:
> I wish I needed to ask more questions about XSI, but sigh...
>
> I have lost my booksmarks for Maya related rigging tools and tips. I
> know mGear is out there, but do you clever heads
Thanks a lot!
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I wish I needed to ask more questions about XSI, but sigh...
I have lost my booksmarks for Maya related rigging tools and tips. I
know mGear is out there, but do you clever heads have advice for a poor
XSI lover who needs to start rigging in Maya (other than not pull out
the hair)?
Thanks
Hi David
Hair curves driving a bone chain.
Ben
On Tue, 28 Jan 2020 at 08:00, David Saber wrote:
> Hey all, I hope you are still alive and kicking!!
>
> I'd like to know what's the Maya equivalent for Softimage's springs? To
> animate follow through on joints?
>
>
Hey all, I hope you are still alive and kicking!!
I'd like to know what's the Maya equivalent for Softimage's springs? To
animate follow through on joints?
Thanks!
David
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"unsubs
I did a big scene once with rs and mash in Maya. I had to export the mash
stuff to instanced objects in their own scene. Then rs proxy those, then
bring that rs proxy into the main render scene. The working render scene
was just a bunch of nested instanced rs proxies of buildings.
If I had
Happy New Year everyone :)
I don't want to whine about Maya here (although there is plenty to whine
about) but have run into a serious snag, and think many of you clever
heads have touched on this and might be in the know.
Unfortunately my worklife, like many others, now center around
In Maya you can create a Projection Node and put it in a Material. The
Texture will be projected to the objects using this material, but it won't
affect the UVs.
I don't know if there is anything like the Softimage UV projections.
Martin
On Thu, Aug 29, 2019 at 10:47 PM wrote:
> Apolog
Apologies for asking Maya related questions here, but Autocraps Forums
are no help and you guys are the closest I get to a comprehensive
likeminded hivemind with some Maya knowledge :)
I am doing some modeling work based on reference photos in Maya
currently, and in XSI I would just set up
=
On Thu, Jul 12, 2018 at 5:42 PM, Meng-Yang Lu wrote:
> In the maya file node, the first drop box defaults to quadratic but it has
> other filters too. Then check prefilter and adjust the radius. Is that
> what you mean?
>
>
> On Thu, Jul 12, 2018 at 1:04 PM, F Sanchez
In the maya file node, the first drop box defaults to quadratic but it has
other filters too. Then check prefilter and adjust the radius. Is that
what you mean?
On Thu, Jul 12, 2018 at 1:04 PM, F Sanchez wrote:
> One of the many things I love about XSI was the Image Filtering in the
>
One of the many things I love about XSI was the Image Filtering in the
Image node in the render tree...ah the days of good tools. sigh! But I
digress. Is there such a tool in the Hypershade? I used it stop banding on
speaker or radio grills. Worked like a charm in product animations.
that the animator doesn't really need to
use the outliner much.
Coming from Softimage, I was shocked at how name dependent Maya was, and
how hopelessly crazy the outliner can become with all of the SETS and the
super long name spaces.
So we basically worked around it, but yah... every one of our assets has
If you mean Softimage COG transform mode for single object, that's not entirely
possible in Maya. You can use MMB to move selected object (without having
visible manipulator), once Move Tool is active. Shift + MMB is constraint to
certain XYZ axis. It's possible to have a center of rotation
You mean you want to see the manipulator even when the object to be
manipulated is off screen? Afaik this is a very Softimage-specific
feature, I'm almost certain neither Maya nor 3dsmax do that.
I remember a conversation I had with a colleague in 2007 that even if
Softimage would stop
I would like to keep the manipulator always visible even if I zoom in on
something. How do I do this in Maya? I know there must be a way. I just
cant find any mention of this. Anyone?
https://urldefense.proofpoint.com/v2/url?u=https-3A__sanchezfilms.wixsite.com_rebel=DwIBaQ=76Q6Tcqc
aces:
>
> continue
>
> print "Removing namespace {}".format(nsp)
>
> cmds.namespace(removeNamespace=nsp, mergeNamespaceWithRoot=True)
>
>
>
>
>
>
>
>
>
>
> On Thu, Jun 14, 2018 at 4:47 PM, Stefan Kubicek
> wrote:
>
>
e
print "Removing namespace {}".format(nsp)
cmds.namespace(removeNamespace=nsp, mergeNamespaceWithRoot=True)
On Thu, Jun 14, 2018 at 4:47 PM, Stefan Kubicek
wrote:
> Everybody hates Namespaces, but you don't necessarily need to use them.
> First of all: Maya is more permissive with regard
Everybody hates Namespaces, but you don't necessarily need to use them.
First of all: Maya is more permissive with regards to duplicate names
since it only demands an objects "Full Name" (i.e. the name of the
object prepended by all it's parent's names) to be unique in a scene. In
I am sure I am not the only one finding Mayas namespaces extremely annoying.
If I do a search on Maya namespaces, numerous hits explain how namespaces are
annoying and how to handle them and/or get rid of them via built-in tools,
scripts, or other methods - one of these even come from
Look at something as basic as modeling, I can't be quick and efficient
> with that petty toolset Maya has to offer, no matter what. Uv is a
> nightmare, everything is deprecated, badly implemented, unstable and badly
> designed.
> In the mean while I continue to develop for SI.
> Chee
Hey guys,
I agree. We don't even have to go as far as animation/weight mapping etc. Look
at something as basic as modeling, I can't be quick and efficient with that
petty toolset Maya has to offer, no matter what. Uv is a nightmare, everything
is deprecated, badly implemented, unstable
@Pedro Santos, most of us stand with that choice: not taking Maya / being
reject by studio.
The day EOL was announced for SI, I decided that -if I was to work for
Maya- it would only be as an animator.
Guess what? Even the timeline has this clumsy workflow to make it
scrub/play and, to do it often
Well, by looking at Maya default hotkeys, these typical MMB+ctrl+ hold+
something, I'd say this must be done for someone with eight or more tentacles
:)Generally, I think this analogy has sense - certain extraterrestrial solution
must be great for crew of Borg cube, but... not really
While I have many Animation jobs closed to me, since I never got into Maya
to be "my new home", you guys sure don't convince me of my wrong ways and
give in :)
Cheers
P
On 11 June 2018 at 22:58, Jordi Bares wrote:
> When you don’t know any better...
>
> jb
>
> On 11 J
When you don’t know any better...
jb
> On 11 Jun 2018, at 18:53, Tenshi wrote:
>
> I just don't understand. This is like the Ufo thing, we know they're out
> there but most people can't recognized or willing to understand there's a
> possibility.
> So why we all know May
I just don't understand. This is like the Ufo thing, we know they're out
there but most people can't recognized or willing to understand there's a
possibility.
So why we all know Maya sucks and the so called "industry" keep accepting
this weird deform creature?
Why Softimage.. why..
O
Thank you!!
Sent from my Samsung Galaxy smartphone.
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http://help.autodesk.com/view/MAYAUL/2018/ENU/?caas=caas/sfdcarticles/sfdcarticles/Restore-the-Legacy-Viewport-in-Maya-2018.html
Issue:
By default, the Legacy Viewport is not available in Maya 2018.
Solution:
Activate the Legacy Viewport in the Maya.env for Maya 2018:
1. Documents > M
What idiot figured that it is great idea to have only VP2.0 and then
loading scenes takes minutes longer stuck at retarded VP2.0 processing and
processing and processing... I hate maya.. so deeply, so much
On Wed, Apr 18, 2018 at 3:40 PM Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.pon
oun...@listproc.autodesk.com> on behalf of Morten Bartholdy <
>> x...@colorshopvfx.dk>
>> *Sent:* Tuesday, June 5, 2018 8:09:23 AM
>> *To:* Userlist, Softimage
>> *Subject:* Improving Maya - no seriously :)
>>
>>
>> So I stumbled over this one
...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Morten Bartholdy <
> x...@colorshopvfx.dk>
> *Sent:* Tuesday, June 5, 2018 8:09:23 AM
> *To:* Userlist, Softimage
> *Subject:* Improving Maya - no seriously :)
>
>
> So I st
=gsJcOrvBPD7uWDeu901bGGbltnX6UBZCdiDBLTRrSYo=YqkzLQN4ezimEcih3VqskeknetJ1KBW7-6VMdbmLwVk=
-Draise
From: softimage-boun...@listproc.autodesk.com
on behalf of Morten Bartholdy
Sent: Tuesday, June 5, 2018 8:09:23 AM
To: Userlist, Softimage
Subject: Improving Maya - no seriously :)
So I
So I stumbled over this one via the XSI group on FB - worth a shot if it can
make our lives a bit easier along the way.
Anyone know which button turns off the internal/concave geo in maya on an
EMpolygenizer Mesh? I only want the outer shell. I remember there being a
button in Softimage. Can't find it in maya
--
Chris Johnson | www.someonescousin.com | 416.473.1624
<https://urldefense.proofpoint.
Anyone used this yet in production. I used it on a number of projects in
XSI and loved it.
Have to ask, no offense Erik, are there any other options for this kind of
thing in Maya? Other 3rd Party geo wrappers?
Thanks in advance
--
Chris Johnson | www.someonescousin.com | 416.473.1624
Let me know if it does burn you as I am curious but not brave enough to try
in production.
I actually quite enjoy rigging in Maya now, once I redid all of the stupid
hotkeys and wrote some scripts for collapsing namespaces I'm near as fast
in Maya as I was in Softimage.
In some ways i prefer
It hasn't bitten me yet.. .touch wood, but in the absence of any sort of
duplicate symmetry tool that works, and rebuilding the entire opposite side
from scratch, I haven't found a better solution, unless its the old Maya
adage of 'just writing a tool for that '
Adam
On Fri, May 11, 2018 at 12
I've been avoiding negative scaling in Maya as it's not as forgiving as
Softimage was with that.
I used to mirror rigging components in softimage by scaling (-1,-1,-1) and
rotation x by 180.
Worked just fine, used that technique in multiple productions (happy feet,
legend of the gaurdians used
Duplicate special with input graph checked on is the key to mirroring more
complex hierarchies in Maya.
That, and making sure every striking element involved in the rig needs to
be parented under a group node that is at the origin.
This group node and children is what you duplicate special
Chris,
If this is still causing you problems, the missing part of the jigsaw is
likely to be UserData in Maya. This is used by the renderer to pick up the
per particle attributes and map it to the renderer. This is a simple
example for Redshift in Maya (but the tree looks identical for Arnold
Hello Chris,
I'm not sure what kind of attributes are you trying to send from Soft to
Maya, but this video may help (or not hehehe) Softimage ICE instances to
Maya
<https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_55909515=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_
Thanks a lot Morten!! That works! Superb!
So I can see my particles in Maya, I just need to figure out how to add
some of the attributes that they had in soft.
Cheers
On 2 May 2018 at 11:21, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> Chris, I have just been there – same issue.
Chris, I have just been there - same issue. A couple of bits are missing n the
Exocortex installation info.
You need to create a folder directly in the C: root and name it
ExocortexCrateAlembic and unzipped or copy the maya version folder directly
into it - like this:
C:\ExocortexAlembic
. Fortunately Maya
could copy entire rig or elements from scene o scene.Duplicate in Node Editor
makes a duplicate of only selected nodes, but leaves them unconnected.As
alternative, it worth to try 'duplicate special' (from edit menu) with some of
available options, while this, by default, makes a copy
Hi Jon,
No not yet. I'm updating my soft licenses and have had issues.
But I looked at it this morning and was following installation of the maya
.mod files but as I've never done any installation of maya plugins before,
I was struggling. I was trying to follow the Exocortex instructions
Chris,
Did you manage to get your ICE particles into Maya?
jm
On 30 April 2018 at 11:02, Chris Marshall <chrismarshal...@gmail.com> wrote:
>
> Hi,
> Is there a workflow for getting ice particles into Maya?
> Thanks
> Chris
>
>
>
>
> If you'd like to unsubsc
OK Thanks Jonathan,
I'll take a look.
Cheers
Chris
On 30 April 2018 at 11:28, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
>
> Alembic, but you have to use Exocortex Crate in Maya, the native Alembic
> importer dosn't import correctly (probably because it doesn't recognise
-uz4XdriySafV9LG1VtJ5NPrEljMuz8=
, I'm
on the next set of taught python classes now.
I started taking python classes for maya on this site, I think i saw some
specific for maya rigging as well. they might help
my current plan is to learn as much coding as i can for artists
while eventually learning to replace all my
I feel your pain Paul. There is just about no fun having to work in Maya, and I
have not even begun to look at rigging...
Cheers
Morten
> Den 30. april 2018 klokken 17:30 skrev p...@bustykelp.com:
>
>
> In fact I think I’d prefer to work in a supermarket than do this all day
&g
Thanks.
I decided to redo it with the Node editor.. Thinking it might work a bit like
ICE. However, after completing one leg, I discovered that you can’t just copy
and paste that stuff either as it makes all kinds of new stuff in the scene.
What a mess. I just don’t understand how Maya works
In Maya set driven keys are the same node as normal animation keys, the
animCurve node:
http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html
There's a bunch of child nodes listed there with two letters after the
"animCurve", which is the specific input/output that node h
I should make it clear that I’m not learning Maya to supercede Softimage. I’m
as happy with XSI as I’ve ever been and its going to continue to be my primary
software.
However, I have to learn to Rig in Maya as part of a thing I’m doing for a
while. (And Its not fun.)
From: Olivier Jeannel
Paul is learning Maya ? What world are we living in ?
2018-04-30 14:55 GMT+02:00 Matt Morris <matt...@gmail.com>:
>
> Commiserations :( Its why I'm girding myself to learn python finally.
>
> You can avoid set driven keys pretty much with utility nodes in maya,
> someth
Commiserations :( Its why I'm girding myself to learn python finally.
You can avoid set driven keys pretty much with utility nodes in maya,
something like remap values will allow you to link attributes to SRT
values. Those can be duplicated easily enough with ctrl-d (avoiding
ctrl-c/ctrl-v
Hello all,
I am being forced into learning Maya again after an abandoned attempt last year.
I am finding almost everything frustrating and harder than it needs to be, but
todays annoying frustration is.. Copying expressions.. ( no drag and drop then
edit - here)
I set up a foot controller
Alembic, but you have to use Exocortex Crate in Maya, the native Alembic
importer dosn't import correctly (probably because it doesn't recognise the
attribute names).
I've collated all the Exocortex Crate builds up to Maya 2018 (maintained by
the community).
https://urldefense.proofpoint.com/v2
Hi,
Is there a workflow for getting ice particles into Maya?
Thanks
Chris
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I believe maya does support multiple uv sets in its current built in abc
implementation (at least from 2017 onwards). I have used it many times, the
thing is it is super picky about the file format and how it is constructed
(when coming from houdini in my case).
I had plenty of issues to transfer
Does your .mod file point to the right path? (in your case I think it's
C:/ExocortexAlembic/Maya2016/Module please note it uses forward slashes).
Also you need the right build for the right Maya version. For instance a
2016 build won't work on 2016.5
On Tue, Apr 24, 2018 at 2:43 AM, Morten
\Maya2016\Module
Still it does not show up in Maya, so I am kind of stuck.
Morten
> Den 23. april 2018 klokken 15:44 skrev Morten Bartholdy
> <x...@colorshopvfx.dk>:
>
>
> I have run into Mayas alembic IO not supporting multiple UV sets (surprise),
> so I am trying t
I have run into Mayas alembic IO not supporting multiple UV sets (surprise), so
I am trying to install Crate for Maya.
Unfortunately I have no Maya plugin installation experience and our current
Maya artist is not terribly techy. The Crate documentation says to copy
-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Wednesday, April 18, 2018 5:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: The Maya Chronicles - or how retarded that software is...
Okay I re did it again on a new blank scene. New
To be fair, that was the case in Softimage too occasionally.
E.g. changing a color swatch resulted in 3 "Set Value" commands issued,
one for each color component, which had to be undone separately.
On 18.04.2018 11:24, Artur W wrote:
> Ctrl+Z doesn't work as you might expect in May
Ctrl+Z doesn't work as you might expect in Maya.
It seems that 1 click or 1 option change may produce series of commands and
Ctrl+Z reverts only the last one, so in consequence you may have to do it
several times to go back where you need.
Artur
2018-04-18 11:10 GMT+02:00 David Saber <davi
afraid in Maya you have to use the OLD fashioned way: create a
camera that will be a child of the Global Motion Controller... right?
David
On 2018-04-17 17:02, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
> In a viewport of choice, click on:
> Show>Isolate Select>V
ng still thanks to the motion compensation.
>
> This is very handy because now I have the face of the character always
> available and not running around the scene. So I can animate the face
> easily.
>
> I'm afraid in Maya you have to use the OLD fashioned way: create a
> camera that will
rection. But I can't imagine what.
Did you perform this in a clean scene? What version of maya?
Joey
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Tuesday, April 17, 2018 9:55 AM
Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=7w04Jpv4e7mcijsD3PIhlExHPVDKw7guMkV2npxtN6I=b2rksVoNQIHLl_AGIFwHpCrWeWjGRvMJt58FgTqufoY=
<softimage@listproc.autodesk.com>
Subject: Maya: Object view?
Is there an object view in Maya... ??? :-0
--
Softimage
Maya is full of surprises. Here's my story today:
I wanted to create a wavy surface so I got a polygon grid and selected
every second points and translated in Y.
Then I applied a smooth. The result was bizarre: only the edges were
wavy shaped, the rest was flat. I was not happy so I undid
Is there an object view in Maya... ??? :-0
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We humans are resilient to pain, that is certainly true.
jb
> On 6 Apr 2018, at 21:11, Pierre Schiller <activemotionpictu...@gmail.com>
> wrote:
>
> Oh I guess I have something to thank Maya for I relate to that "ctrl+s"
> every 2 or 3 minutes symptom. Ye
It works best if you leave it closed!
> Am 06.04.2018 um 22:11 schrieb Pierre Schiller
> <activemotionpictu...@gmail.com>:
>
> Oh I guess I have something to thank Maya for I relate to that "ctrl+s"
> every 2 or 3 minutes symptom. Yes, specially with buggy B
Oh I guess I have something to thank Maya for I relate to that "ctrl+s"
every 2 or 3 minutes symptom. Yes, specially with buggy Blender
(pre-alpha-dev-highly-experimental-nightly) builds I get on the repository,
and *still deliver a full work saved session* because of the &qu
just Ctrl+s every 5-10
minutes, but sometimes I still forgot to do that, and I loose 20-30 minutes
of work, because the crashes happen that often.
I still rely on Maya for rigging and now also modeling, but its a real
nightmare every time I open Maya
2018-03-31 14:48 GMT+02:00 Ben Barker <ben.
the sale of an entire business.
>>>>>>>
>>>>>>> I also imagine that it's find-able as a crack in several corners of
>>>>>>> the Internet, so if anyone really wanted a copy they could get it for
>>>>>>> free.
>>
t;>>>> except as an asset in the sale of an entire business.
>>>>>>
>>>>>> I also imagine that it's find-able as a crack in several corners of
>>>>>> the Internet, so if anyone really wanted a copy they could get it for
>&
gt; I also imagine that it's find-able as a crack in several corners of
>>>>> the Internet, so if anyone really wanted a copy they could get it for
>>>>> free.
>>>>>
>>>>> It's too bad. If I could legally buy more perpetual
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