Wasnt there talk of an asset store for ADMaya in the 2015 introduction
presentation, when they were hyping bit-froth with Marcus Nordenstam, then
someone jumped in the last 20 minutes and talked about how the maya asset
store is the future, and your credit card was the past.
On Fri, Feb 27, 2015
On Sat, Feb 28, 2015 at 2:41 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:
In Maya, it's the Shape node that contains the geometry, and the
Transform node places it in the 3d word, with the additional twist
that you can put multiple shapes under the same transform. I'm not
really aware
just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to buy.
out of the box maya great nice looking grid in viewport. you wanna have
transform manipulator? go to asset store ;)
On Fri, Feb 27, 2015 at 6:04
thanks Luc-Eric,
honestly, this all seems like a VERY important thing for me to
understand...(sets, groups, locators, hierarchy), but it seems difficult to
place these issues in analogous terms with Softimage, which to be frank, is how
I know 3d.
so i guess i just need to spend more time with
Hahaha, great concept...
Sent from my Samsung device
psif i hear one more Maya guy say there's a script for that, i may scream
back, then why did you buy the software :)
Artur Woźniak schreef op 27-2-2015 om 19:01:
I,ll blame You now. They read this, You know.
So when exactly did they start reading a Softimage related list?
I was under the impression, that part of our predicament was that they
actually hardly ever did...
:D
Greetz
Leendert
--
Leendert A.
I,ll blame You now. They read this, You know.
Artur
Wysłane z iPhone'a
Dnia 27 lut 2015 o godz. 18:43 Mirko Jankovic mirkoj.anima...@gmail.com
napisał(a):
just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to
That vimeo video looks fine, but I can't make sense of the quoted
forum discussion below.
The video is telling that you Maya always branch select, i.e. when
you pick a parent, the children are highlighted as well. So if you're
still modelling on the components, the whole branch will be enabled
The main difference between parenting in Maya and Softimage is the
hierarchy scaling.
http://www.softimageblog.com/archives/84
be aware of that ;-)
On 27 February 2015 at 10:16, Leendert A. Hartog hirazib...@live.nl wrote:
Artur Woźniak schreef op 27-2-2015 om 19:01:
I,ll blame You now.
They, you know, Them,... They, as per definition, They know. They
always know. Somehow.
2015-02-27 21:14 GMT+01:00 Jeremie Passerin gerem@gmail.com:
The main difference between parenting in Maya and Softimage is the
hierarchy scaling.
http://www.softimageblog.com/archives/84
be
Here it is with formatting (easier to make-out)
This is
probably helpful for anyone transitioning from
Softimage to Maya.
( by the way, never, ever ever ever, parent under
Shape nodes are not equivalent to operators but the primitive itself (the
parent of the operator stack with a P icon on the explorer).
In the Softimage SDK we have access the primitive of an object by calling
obj.ActivePrimitive, I guess the initial idea was to implement more than
one primitive
On 02/27/15 16:58, Cesar Saez wrote:
Shape nodes are not equivalent to operators but the
primitive itself (the parent of the operator stack with a P icon
on the explorer).
In the Softimage SDK we have access the primitive of an object
i've had the following conversation regarding parenting and hierarchies over on
the he3d/maya page.would someone mind translating into Softilanguage for me?
this seems like a crucial difference to me.
and i don't like it
as follows:
This is probably helpful for anyone transitioning from
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