On 27 January 2016 at 05:03, Martin Yara wrote:
> Being said that, I haven't being able to open Maya 2016 scenes in older
> versions, haven't tried that hard though. I guess I'll have to do some ASCII
> edition of the scene.
It's in Preferences->File/Projects->Version->[ x ]
t;>>>> On a similar note, I’m fairly old school regarding the file type I
>>>>>> save files in if they are critical to production. Learned a long time ago
>>>>>> that saving files in Maya ASCII had really awesome benefits. 1. It can b
nt understanding of Maya’s MEL underbelly and the
>>>>> seriously complex graph node connections that can exist. I used this once
>>>>> to map the conversions necessary to create a Wavefront TAV to Maya
>>>>> material
>>>>> converter.
>>>>>
nside to .ma though is that files can get really large. I’d
>>>> recommend sticking with .mb if space is an issue unless you start to
>>>> experience issues. Haven’t had a need to hack a .ma file in a really long
>>>> time. But I’m sure there are still folks out there re
x graph node connections that can exist. I used this once to map the
>>>> conversions necessary to create a Wavefront TAV to Maya material converter.
>>>>
>>>>
>>>>
>>>> The downside to .ma though is that files can get really large. I’d
>>>>
alf Of *Sebastien Sterling
*Sent:* 24 January 2016 09:06
*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: So.. Maya rigging is still a thing...
Hey Jordi Bear ! what is sk
tuff has gone down well with people.
>>>>
>>>>
>>>>
>>>> On the modelling front, Maya’s been going through an overhaul in recent
>>>> versions. Up to 2016 there was a lot of overlap between what was the NEX
>>>> stuff and the legacy Maya tool
mage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Tuesday, January 26, 2016 11:43 AM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
Thank you Stefan, am glad to hear maya has this too. I could expand further on
the list of things maya g
"Haven’t had a need to hack a .ma file in a really long time. But I’m
sure there are still folks out there relying on it."
Oh definitely!
Using (and hacking) .ma files is still very useful when dealing with
multiple external sources. e.g. reference files, textures, plugins etc.
It's easy to
Hi, talking about rigging. I have to rig a character in Maya, a robot that
transforms in an airplane similar to the transformers cartoon from the 80s.
My client suggested me to use HIK as a base and I'm not quite sure how well
that would work. (I've only watched some HIK videos, haven't used it
...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Tuesday, January 26, 2016 1:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
"Haven’t had a need to hack a .ma file in a really long time. But I’m sure
there are still folks out there relying on it."
Oh
pinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Wuijster
> *Sent:* Tuesday, January 26, 2016 1:46 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: So..
_
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk
gt;
> represent the opinions of NASA or any other party.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
> *Sent:* Tuesday, January 26, 2016 11:43 AM
>
> *To:* softimage@listproc.autodes
;> Science Systems and Applications Inc. (SSAI)
>>
>> NASA Langley Research Center
>>
>> __
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NAS
u start to
>>> experience issues. Haven’t had a need to hack a .ma file in a really long
>>> time. But I’m sure there are still folks out there relying on it.
>>>
>>>
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Inform
issues. Haven’t had a need to hack a .ma file in a really long
>>> time. But I’m sure there are still folks out there relying on it.
>>>
>>>
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhan
It is, only needs extra refining but I would suggest you look at it as more
than just a curiosity, it has become surprisingly usable and although it is
not perfect (certainly less painful than Maya anyway) it is something I
would love to test properly again.
On 22 January 2016 at 12:49, Ognjen
tuff and the legacy Maya tools, but a lot of
that got fixed in 2016 onwards. Imo I like the >>>>modelling in 2016, it’s in a very good
state. The improvement in the pivot editing alone was worth it.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listpr
, blender) – lol.
Reading this thread… I didn’t realize industry standards were.. low.
-Draise
From: Sebastien Sterling
Sent: 25 January 2016 03:04
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
Yes weight painting is bullshit for precise work, however if you
> -Draise
>
>
>
>
> *From: *Sebastien Sterling <sebastien.sterl...@gmail.com>
> *Sent: *25 January 2016 03:04
>
> *To: *softimage@listproc.autodesk.com
> *Subject: *Re: So.. Maya rigging is still a thing...
>
>
>
> Yes weight painting is bullshit for pr
hat stuff has gone down well with people.
>>>
>>>
>>>
>>> On the modelling front, Maya’s been going through an overhaul in recent
>>> versions. Up to 2016 there was a lot of overlap between what was the NEX
>>> stuff and the legacy Maya tools,
hat. Certainly that stuff has gone down well with people.
>>>>
>>>>
>>>>
>>>> On the modelling front, Maya’s been going through an overhaul in recent
>>>> versions. Up to 2016 there was a lot of overlap between what was the NEX
>>>
It may not be the only solution, it is really up to you.
On 23 January 2016 at 18:54, F Sanchez wrote:
> Its 2016 already. Is there no other app that will ever take the place of
> Maya? (Besides a future resurrection of Softimage which is not going to
> happen. ) Sure
Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried
Fabric for rigging ?
On 24 January 2016 at 08:56, Jordi Bares wrote:
> It may not be the only solution, it is really up to you.
>
>
> On 23 January 2016 at 18:54, F Sanchez
...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 24 January 2016 09:06
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried Fabric
for rigging ?
On 24 January 2016 at 08:56, Jordi Bares
worth it.
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
> *Sent:* 24 January 2016 09:06
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: So.. Maya rigging is still a thing...
>
>
; onwards. Imo I like the modelling in 2016, it’s in a very good state. The
>> improvement in the pivot editing alone was worth it.
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Seba
I sent this off a bit too quickly:
1. point weight in Softimage
2. export back to May via. .FBX
3. then make a .mel script to connect the deformers to you Maya rig.
On Sun, Jan 24, 2016 at 10:32 AM, Eric Turman wrote:
> I tried using that plugin on a freelance
2016 14:29
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
I remember skinning in max, not the best but definitely not the worst, it
didn't have any pretences let's say, you HAD to use vertex weight selection
assignments or "Weight Tool"
lt tools.
>
>
>
> http://www.ngskintools.com/
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien Sterling
> *Sent:* 24 January 2016 14:29
>
> *To:* softimage@lis
The one thing to note i have found with ngskin is it only plays nicely with
. ma files.
I fear an .mb getting touched by it.
I agree with Graham. When we compare what we had in soft, we are always
bound for disappointment. That's not to say we shouldn't be trying to push
our agenda every
I think the interface, might need a remelt, it is clearly not intended for
the diversity of tasks you would get in a regulate DCC.
This said I'm not sure I want to see a hap hazard dilution of Houdini, into
a patchum'up DCC. Don't get me wrong, i expect them to get there
eventually, after all
Sidefx is getting a lot of momentum these days. I think Maya will get
serious competitor if and when sidefx starts to push the character side
more.
On 24 Jan 2016 21:13, "Adam Sale" wrote:
> The one thing to note i have found with ngskin is it only plays nicely
> with . ma
How are they looking on character animation side right now?
one of the problems with H is that they still have a bit steep learning
curve which it self wouldn't be a big problem if it wasn't due to lack of
free time to spend on that learning :(
On Sun, Jan 24, 2016 at 9:40 PM, Juhani Karlsson
Its 2016 already. Is there no other app that will ever take the place of
Maya? (Besides a future resurrection of Softimage which is not going to
happen. ) Sure I can use XSI when working on my own but if you need to work
on site it will now have to be Maya from now on. :(
On Fri, Jan 22, 2016 at
Agreed
> "In maya the excuse you will be given, is "well you can isol"...FUCK
> OFF!!! isolate is a stupid solution, that requires way to many steps, and
> requires multy selections, something that for some retarded reason maya
> can't do ?! and hides everything even the bones you want to weight
that. The software got my
back. ;)
sven
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Friday, January 22, 2016 8:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing
Adam Sale
Maybe if they get enough requests, they will EOL Maya :), that seems to be
there modus apparandi, "we have a software, we took their money, they made
requests, we canceled our software = no more requests !!!"
I would like to put on a braver face man, but they have had decades to look
Does not sound fun
On Friday, January 22, 2016, Adam Sale wrote:
> Sebastien... re rigging in Maya
>
> you come back and the skinning tools are still, shit. The weight painting
> is a death sentence, the weight smoothing, is a death sentence, the UI for
> scrubbing
" I have learned how to work around all these issues,"
And again it proves correct.
With Maya you workaround
with Softimage you work!
On Fri, Jan 22, 2016 at 8:22 PM, Greg Punchatz wrote:
> Does not sound fun
>
>
> On Friday, January 22, 2016, Adam Sale
Sebastien... re rigging in Maya
you come back and the skinning tools are still, shit. The weight painting
is a death sentence, the weight smoothing, is a death sentence, the UI for
scrubbing through the list of deformers makes me want to snuff it, they
still expect you to lock every single joint,
That is very true Stefan.
And people look at you weird just because you're not in the Maya majority...
It's like speaking of the taste of chiken inside a kfc, nobody get's a clue.
On Fri, Jan 22, 2016 at 9:10 AM, Stefan Kubicek
wrote:
> There are only two kinds of 3D
heheh well actually Max is even worse. Wouldn't animate in it if it was
gazillion usd per day pay rate.
whats use of money when you end up in asilium
On Fri, Jan 22, 2016 at 11:05 AM, Tom Kleinenberg
wrote:
> At college we were taught Max and Maya. Maya was by far the most
At college we were taught Max and Maya. Maya was by far the most popular
with students. I never much cared for it, so I always asked "What do you
like about it over Max?" I couldn't ever get a straight answer and was
generally fobbed off with something like "Well, they used it in the
Matrix/Lord
We never got you rigging in Softimage then Tom - ;)
S.
On Fri, Jan 22, 2016 at 10:05 AM, Tom Kleinenberg
wrote:
> At college we were taught Max and Maya. Maya was by far the most popular
> with students. I never much cared for it, so I always asked "What do you
> like about
Heh, sorry, what I meant was sad was the blind crowd-think. I learnt pretty
quickly that that any tool can do anything (when at a Lightwave studio and
they were trumpeting how Lightwave was used for bits of Ironman). Some
tools are just easier than others for certain tasks and Softimage does 90%
as much confusion rigging in maya brings, I'm really liking the quaddraw
tool and sculpting.
On Fri, Jan 22, 2016 at 1:18 PM, Eric Turman wrote:
> Agreed
>
>> "In maya the excuse you will be given, is "well you can isol"...FUCK
>> OFF!!! isolate is a stupid solution,
I'm glad you are liking your new modeling tools, Eugene. However I believe
that it is important to make the distinction that it is not about the
confusion in Maya rigging--at least not for me; I do not find Maya
confusing at all. What the huge issue with Maya is that its limited rigging
tool-set
There are only two kinds of 3D Artists:
Those who use Softimage, and those who never tried.
The story of Softimage's demise is one of ignorance.
But they don;t know for better so burning bed for them is as good as it gets.
They have no idea what is a fluffy feeling of Softimage around you :(
I'm still astonished by the missing features in Maya in 2016...seriously,
it never gets old.
Ops sorry, I mean that those features are not missing but it's up to the
user to build their own...they give you the tools, you build what you need.
They should really use Churchill face as the new logo
Is Fabric at a point where one can use it as a stand alone rigging and
skinning platform i wonder ? not much hope of getting studios to adopt,
specially not those that rely on sweat shops. but it would be nice to try
and sow some better seeds.
Softies i love you all, sorry for venting but
I suppose at the pace sideFX are steamrolling their app, it could be a
functional animation software given a year or two. But thats just a guess
from my side, maybe someone could comment on that who has a bit more
knowledge on H.
Then it could easily snap out the mayas position of industry
Amen to that Ognjen !
On Fri, Jan 22, 2016 at 1:49 PM, Ognjen Vukovic wrote:
> I suppose at the pace sideFX are steamrolling their app, it could be a
> functional animation software given a year or two. But thats just a guess
> from my side, maybe someone could comment on
... kind of went off there again a bit, sorry guys :P but god damn, GOD
DAMN !
[image: Inline image 1]
On Fri, Jan 22, 2016 at 2:33 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> Adam Sale
>
> Maybe if they get enough requests, they will EOL Maya :), that seems to be
> there
*P.S. It is a shame that you didn't win the lottery Greg ;)*
We would be having a whole different discussion now wouldn't we? :)
On Fri, Jan 22, 2016 at 3:18 PM, Eric Turman wrote:
> Agreed
>
>> "In maya the excuse you will be given, is "well you can isol"...FUCK
>>
Would I have to call you Mr GregTheBoss if you had? :)
On Jan 22, 2016, at 3:29 PM, Greg Punchatz wrote:
> P.S. It is a shame that you didn't win the lottery Greg ;)
>
> We would be having a whole different discussion now wouldn't we? :)
>
> On Fri, Jan 22, 2016 at
Yah, not sure why there's no improvement in the processflow for rigging in
that much time, almost in any program i see, so many advancements in
modeling. but nothing for rigging.
no zbrush of rigging so to speak.
I like how there's notes and tips even when you just turn on the quaddraw.
feels
I'm still holding out that fabric engine will become a solution for
rigging. It's not all that magical for something complex in Maya. Which
as I'm sure several of you have discovered is a bit of a Maya problem.
I can paint weights and build a rig in Maya using fabric to do all the
heavy work.
"I'm still holding out that fabric engine will become a solution for
rigging"
Here, here man !
"I can paint weights and build a rig in Maya using fabric to do all the
heavy work. I can paint weights and build a rig in Maya using fabric to do
all the heavy work. "
so you can build a Rig in
"no improvement in the processflow for rigging in that much time, almost in
any program"
This is very true Eugene, there has been very little in this regard,
however it is also necessary to point out, that all the DCC's didn't start
on the same rung when it came to that stagnation.
It is also
Haawesome.
On Thu, Jan 21, 2016 at 8:21 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> "Hung drawn and quartered" (as described by the dictionary) is an English
> medieval form of
>
> torture, visited upon heretics, the practice of which consisted of:
>
> Being dragged
so true so true...
On Fri, Jan 22, 2016 at 2:50 AM, Chris Johnson
wrote:
> Haawesome.
>
> On Thu, Jan 21, 2016 at 8:21 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> "Hung drawn and quartered" (as described by the dictionary) is an English
>>
I know many of us are forced by employers or situations to convert to maya.
My heart goes out to you!
But the rest of you fuckers who choose to go to maya over all the other
options out there.
You have made your beds, now burn in them.
On 22/01/2016 03:50, Chris Johnson wrote:
Haawesome.
But they don;t know for better so burning bed for them is as good as it
gets.
They have no idea what is a fluffy feeling of Softimage around you :(
On Fri, Jan 22, 2016 at 8:26 AM, Gerbrand Nel wrote:
> I know many of us are forced by employers or situations to convert to
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