Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Ok, sideways keys do the same thing, but surely up and down keys makes more sense in this case? On 9 December 2014 at 10:24, Cristobal Infante cgc...@gmail.com wrote: Another request not sure if it's been mentioned. It would be great to traverse the node editor with the arrow keys (up and down). Is this already possible? On 3 December 2014 at 09:14, Marco Peixoto mpe...@gmail.com wrote: Make you icons bigger by using an external image, dont use the default size from 1978 days 64*64. Its a hack... You can have a preset image button 128*64 for example and use it always, it might not shown exact size when yuou add it to the shelf but going and back to another shel gets it on normal size. Yes its a hack but On Wed, Dec 3, 2014 at 12:26 AM, Andy Nicholas a...@andynicholas.com wrote: Speaking of Maya icons… last time I looked, you could only have 4 or possibly 5 letters of text underneath each icon on the shelf. [WLFTB…] Sorry, try again… Would love for that to be fixed. ;) On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote: Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Another request not sure if it's been mentioned. It would be great to traverse the node editor with the arrow keys (up and down). Is this already possible? On 3 December 2014 at 09:14, Marco Peixoto mpe...@gmail.com wrote: Make you icons bigger by using an external image, dont use the default size from 1978 days 64*64. Its a hack... You can have a preset image button 128*64 for example and use it always, it might not shown exact size when yuou add it to the shelf but going and back to another shel gets it on normal size. Yes its a hack but On Wed, Dec 3, 2014 at 12:26 AM, Andy Nicholas a...@andynicholas.com wrote: Speaking of Maya icons… last time I looked, you could only have 4 or possibly 5 letters of text underneath each icon on the shelf. [WLFTB…] Sorry, try again… Would love for that to be fixed. ;) On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote: Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Make you icons bigger by using an external image, dont use the default size from 1978 days 64*64. Its a hack... You can have a preset image button 128*64 for example and use it always, it might not shown exact size when yuou add it to the shelf but going and back to another shel gets it on normal size. Yes its a hack but On Wed, Dec 3, 2014 at 12:26 AM, Andy Nicholas a...@andynicholas.com wrote: Speaking of Maya icons... last time I looked, you could only have 4 or possibly 5 letters of text underneath each icon on the shelf. [WLFTB...] Sorry, try again... Would love for that to be fixed. ;) On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote: Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
In my experience, everyone complains about documentation, and I've also read complaints about the Softimage documentation being terrible. I've been a customer of the Maya user guide, and I've found it good, what did you not find? What does a overhaul mean and what would it look like? I find the user documentation between the two products is very similar. On Tue, Dec 2, 2014 at 9:10 AM, Leendert A. Hartog hirazib...@live.nl wrote: Just as a deliberately annoying side-note: improvements and humanization efforts for Maya are obviously more than welcome, but the easiest way to make Maya more easily accessible would be IMHO a thorough and thus fundamental overhaul of the documentation. Softimage might have been less capable than Maya in some respects, but it's documentation has always been rock-solid. Which, I add for dramatic effect, the Maya documentation isn't. And sadly that make a significant - often underappreciated - difference when having to work with the software, especially when starting out to do so. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Maybe it is the workflow of the documentation and how it is differently organized. For example: Not being able to highlight a command in Maya and hit F1 like you can in Softimage or Maya not having an equivalent to the SDK explorer like we do in Softimage Or perhaps that Maya's documentation is just a dump list of alphabetized commands rather than a hierarchically structured hyperlinked description of the objects and how they relate to each other Or the fact that there are several different API's (two for python) which is confusing as heck for our programmer to deal with Or maybe that all of feels like a kluged conglomeration rather than a well thought out cohesive system...whether or not Maya *is* or *isn't* is not what I am commenting on...the fact is that is *feels* like it has been hacked together. On Tue, Dec 2, 2014 at 10:19 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: In my experience, everyone complains about documentation, and I've also read complaints about the Softimage documentation being terrible. I've been a customer of the Maya user guide, and I've found it good, what did you not find? What does a overhaul mean and what would it look like? I find the user documentation between the two products is very similar. On Tue, Dec 2, 2014 at 9:10 AM, Leendert A. Hartog hirazib...@live.nl wrote: Just as a deliberately annoying side-note: improvements and humanization efforts for Maya are obviously more than welcome, but the easiest way to make Maya more easily accessible would be IMHO a thorough and thus fundamental overhaul of the documentation. Softimage might have been less capable than Maya in some respects, but it's documentation has always been rock-solid. Which, I add for dramatic effect, the Maya documentation isn't. And sadly that make a significant - often underappreciated - difference when having to work with the software, especially when starting out to do so. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Luc-Eric Rousseau schreef op 2-12-2014 17:19: In my experience, everyone complains about documentation, and I've also read complaints about the Softimage documentation being terrible. I've been a customer of the Maya user guide, and I've found it good, what did you not find? What does a overhaul mean and what would it look like? I find the user documentation between the two products is very similar. Well, it's your word against mine then. But there are significant differences between the Softimage and Maya docs, I'm afraid I won’t dwell on the subject any further however, as it has been discussed before elsewhere. I just wanted to point out that the often-forgotten documentation should play a key role when trying to humanize software... User experience isn't just about the UI, obviously. And hiring a couple of additional tech writers is probably cheaper than overhauling the code itself. ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I don't think that Leendert meant the SDK doc, but personally I'm more at ease with the Maya one and I love that full page index of commands vs the command index in the softimage. I also recall the softimage class SDK doc search also had a c# obsession in my days. ;) I do spent a lot of time in the Maya doc, including fixing some bits of it that are not clear to me when I find them. On Tue, Dec 2, 2014 at 12:02 PM, Eric Turman i.anima...@gmail.com wrote: Maybe it is the workflow of the documentation and how it is differently organized. For example: Not being able to highlight a command in Maya and hit F1 like you can in Softimage or Maya not having an equivalent to the SDK explorer like we do in Softimage Or perhaps that Maya's documentation is just a dump list of alphabetized commands rather than a hierarchically structured hyperlinked description of the objects and how they relate to each other Or the fact that there are several different API's (two for python) which is confusing as heck for our programmer to deal with Or maybe that all of feels like a kluged conglomeration rather than a well thought out cohesive system...whether or not Maya is or isn't is not what I am commenting on...the fact is that is feels like it has been hacked together. On Tue, Dec 2, 2014 at 10:19 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: In my experience, everyone complains about documentation, and I've also read complaints about the Softimage documentation being terrible. I've been a customer of the Maya user guide, and I've found it good, what did you not find? What does a overhaul mean and what would it look like? I find the user documentation between the two products is very similar. -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Well, we will have to agree to disagree then. Beauty is in the eye of the beholder; you may see Maya little pony...but all I see is a sow dressed up like a trollop--not a pretty picture ;) On Tue, Dec 2, 2014 at 12:34 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: I don't think that Leendert meant the SDK doc, but personally I'm more at ease with the Maya one and I love that full page index of commands vs the command index in the softimage. I also recall the softimage class SDK doc search also had a c# obsession in my days. ;) I do spent a lot of time in the Maya doc, including fixing some bits of it that are not clear to me when I find them. On Tue, Dec 2, 2014 at 12:02 PM, Eric Turman i.anima...@gmail.com wrote: Maybe it is the workflow of the documentation and how it is differently organized. For example: Not being able to highlight a command in Maya and hit F1 like you can in Softimage or Maya not having an equivalent to the SDK explorer like we do in Softimage Or perhaps that Maya's documentation is just a dump list of alphabetized commands rather than a hierarchically structured hyperlinked description of the objects and how they relate to each other Or the fact that there are several different API's (two for python) which is confusing as heck for our programmer to deal with Or maybe that all of feels like a kluged conglomeration rather than a well thought out cohesive system...whether or not Maya is or isn't is not what I am commenting on...the fact is that is feels like it has been hacked together. On Tue, Dec 2, 2014 at 10:19 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: In my experience, everyone complains about documentation, and I've also read complaints about the Softimage documentation being terrible. I've been a customer of the Maya user guide, and I've found it good, what did you not find? What does a overhaul mean and what would it look like? I find the user documentation between the two products is very similar. -- -=T=- -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Speaking of Maya icons… last time I looked, you could only have 4 or possibly 5 letters of text underneath each icon on the shelf. [WLFTB…] Sorry, try again… Would love for that to be fixed. ;) On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote: Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
That is a great point Andy. I have resorted to editing the shelf and using Icon and text beside. It is so much easier to Separate the icons from one another, and the text is unlimited in length. On Tue, Dec 2, 2014 at 3:26 PM, Andy Nicholas a...@andynicholas.com wrote: Speaking of Maya icons… last time I looked, you could only have 4 or possibly 5 letters of text underneath each icon on the shelf. [WLFTB…] Sorry, try again… Would love for that to be fixed. ;) On 2 Dec 2014, at 18:37, Eric Turman i.anima...@gmail.com wrote: Fair enough...The quick help is a nice touch. F1 is still better IMHO; all these tiny radial menus on RMB that require precise maneuvering of the cursor slows workflow down...especially if your resolution is 3840 x 2040. Maya's right click/space bar menus just look like a spiderweb mess to me...I can't stand them. That and Maya's affinity for icons all over the place...feels like I'm using Truespace 3D or Real 3D from the 1990's On Tue, Dec 2, 2014 at 12:23 PM, Cesar Saez cesa...@gmail.com wrote: If you right click on a command in the script editor you will find the link to the command documentation... Quick help is also very helpful in this regard. On Tue, Dec 2, 2014 at 2:02 PM, Eric Turman i.anima...@gmail.com wrote: Not being able to highlight a command in Maya and hit F1 like you can in Softimage -- -=T=-
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
On Mon, Dec 1, 2014 at 12:34 AM, Adam Sale adamfs...@gmail.com wrote: 10) Color coding of node, branch and multi selection is very confusing. For example, I select the root joint of a chain of joints. They all turn green. I shift select the next joint down to multi select it with the first, now the first turns white and the rest green. So instead, turn off child selection highlighting. Now what happens is still kind of confusing. I select the first joint in the chain. It turn green, the res turn pink. I shift select the 2nd joint to add it to selection. The first joint turns white, the second green and the third pink. From a new users perspective, its even more bewildering. In Softimage, this is handled elegantly and simply. Never any confusion. Child selected object, white, If you shift select to add another object in multi select, it too turns white, the other bones remain their original colors. When you MMB or Tree select objects, the whole hierarchy turns white as you would expect. If Maya users are used to this behavior fine, but an option to switch this behavior would be so welcome. This is one of my ( among others ) issues with Maya... we never know what is or isn't selected... i never saw this behavior anywhere and it deeply confuses me, even though turning off child selection highlight option... and why does the skinned mesh also has to be change colors when a joint is selected. More than often i keep the show wireframe on top just to check if im pushing the character too much, jumping from black wireframe to a pink wireframe is visual distracting. Also when hiding a Top of hierarchy why oh why does it hide everything beneath it? This happens even on Scene layers.. those things are there to help organize, so sometimes i want to hide a parent but NOT its children... forcing us to go into Drawing Overrides to simply hide a Parent... On a side note.. please add more visual shapes to Locators... we are spoiled by Softimage on this with its super handy shadow icons... even Modo copied this feature :)
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Adam, Thanks so much those points are really helpful to us and thanks again to give information in such an organized way! Shuting From: Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, November 30, 2014 at 6:34 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting, echoing the sentiment of others, I really appreciate your approach to improving Maya based on the feedback of Softimage users. My main points re: the outliner and possible improvements based on Explorer and property pages. 1) Disconnect between multi ppg editing across the Maya. Channel box vs Attribute editor. 2) Filtering in the explorer allows me to manage my entire scene, in a single explorer or multiple instances of it, with locking, recycling, or recycle similar options. I can't do that with the channel box. I can with the attribute editor, but then lose the ability to multi edit. 3) Back to filtering, being able to see objects, params, groups, etc gives me a much easier way of looking at a complex scene on a number of different levels. 4) Explorer as a pass management system. 5) Filtering in the explorer based on Passes, Scene, Layers, 6) F3 pop up explorers are huge timesavers. 7) Drag and drop onto attributes, keying with a single click. On that note, RMB and having to choose key selected in Maya is highly inefficient. We should simply have to LMB on the attribute. RMB should be for secondary functions. 8) Being able to view an operator stack with D and D re-organization. I know Maya has the input shuffling feature, but its not a part of the Outliner, when it should be. 9) LMB node and MMb Branch Selection functionality. This is one of the most maddening things about Maya. 10) Color coding of node, branch and multi selection is very confusing. For example, I select the root joint of a chain of joints. They all turn green. I shift select the next joint down to multi select it with the first, now the first turns white and the rest green. So instead, turn off child selection highlighting. Now what happens is still kind of confusing. I select the first joint in the chain. It turn green, the res turn pink. I shift select the 2nd joint to add it to selection. The first joint turns white, the second green and the third pink. From a new users perspective, its even more bewildering. In Softimage, this is handled elegantly and simply. Never any confusion. Child selected object, white, If you shift select to add another object in multi select, it too turns white, the other bones remain their original colors. When you MMB or Tree select objects, the whole hierarchy turns white as you would expect. If Maya users are used to this behavior fine, but an option to switch this behavior would be so welcome. 10) Use of Model spaces to further organize a scene. My Maya scenes just don't seem as elegantly clean and organized as my Softimage scenes. The visual idea of a model node went a long way to helping me feel like I had my house in order. If Assets are supposed to be the equivalent of models, then they need to have a RMB option on them to Export the asset quickly instead of having to jump up to the top menu, or marking menu. Sets, should also be allowed to reside as children of an asset. 11) Explorer visualization of hierarchical connections. I have a hard time explaining this, and looking back and forth at the explorer / outliner, I think it may have something to do with the way the indented lines denoting the parent child relations extend all the way through to the icons in the explorer, whereas in Maya, there is a space between the icon and the connecting hierarchical line. It may not seem like much, but when looking at massive hierarchies, I just find it a major benefit in Softimage in being able to instantly understand the relationships between the various parts. 12) Ability to parent sets under models. Currently sets make the outliner incredibly messy down near the bottom. If we could pair sets with a model type node, this would clean things up even more. 13) Ability to show all attributes under an object. Thanks for the ear. Adam On Sat, Nov 29, 2014 at 1:17 AM, Simon Reeves si...@simonreeves.commailto:si...@simonreeves.com wrote: I have context scripts so select object(s) right click a second and either 'parent to' or 'parent match' (sibling? :)) I find that very practical. On Friday, 28 November 2014, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: Or accidentally selecting Copy Here instead of Create Shortcut Here... gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Shuting, I'm back in the office. Looking through my notes I do have some additional comments 1. Outliner should have the ability to set where DUPLICATES appear in the list when created, a. at the bottom (the current default) b. at the top c. directly below the source it was duplicated from d. directly above the source it was duplicated from 2. The above also pertains to the creation of GROUPS from selected objects, adding one caveat that GROUPS can be created where the selected object is in the list as opposed to being shoved to the bottom of the list. 3. Sorting should permit display of objects named progressive numerically as well as logic numerically 4. RMB Move To context commands permitting the moving of an object to a different location in the outliner or to a group or object a. move to top b. move to bottom c. move to group (this would bring up a list of all groups to pick from) 5. Outliner should have bookmarks capable of repositioning (framing) the list to a bookmarked object . This should be similar in nature to the way Softimage bookmarks viewport views, a series of simple buttons allowing to the user to move back and forth to different objects in the outliner. 6. Outliner should have STATES that record the collapse state of groups and hierarchies and resets the groups and hierarchies to those states where possible. The idea is that a user should be able to capture the decompressed or drill down state of a hierarchy and to find a deeply parented object and return to that object in the outliner at will without having to open the entire hierarchy again. Maybe this could be relative to bookmarks? 7. Rename should be a command in the right click context of the Outliner. 8. A preference should be available to give the user the opportunity to rename the group at group creation time rather than just use group# by default. 9. Attribute Editor should have set All and Clear all commands as part of the Limit Information Dialog 10. The bookmark concept, or memo button as it is employed in Softimage, should be present on each bar of the Attribute Editor such as Common Materials Attributes, Specular Shading etc. The AE window should have an extra command to clear all memos for that node. 11. Attribute values should be drag-droppable from one Attribute Editor to another. In other words let's say I have two AE editors for two different object transform attributes. In soft I can drag and drop values across the property page dialogs and typically this creates an expression. It would be useful if left-click-drag did the same in Maya and middle-click-drag just copied the value to the other AE without linking it. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage- boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC- E1A)[LITES] Sent: Wednesday, November 26, 2014 12:19 PM To: softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor OUTLINER Right click context allowing the execution of commands specific to an object. From right click context the ability to execute or add or delete operators. From right click context the ability to isolate all objects parented under the highlighted object, connected to, or associated in any way with that object and make the outliner show only those things. From right click context the ability to access all subcomponents and make subcomponent selection filters( much like the marking menu but within the outliner right click should highlight the object not select it so you can perform mixed modal selections). Outliner should have a concept for buckets. Think of this as passive or soft organization methods which do not effect the hierarchical parenting of objects but allows you to throw any object no matter how it is parented , or not parented, into an organization system for managing hundred of curves and surfaces. This would be most useful when modeling in nurbs when you have dozens of rails or other reference objects that are being used to create surfaces or or other curves. You need some way to organize these objects which is non heirarchical and strictly only an Outliner centric organization method. A softimage person might think of these as groups, but groups mean something entirely different in Maya. Groups in softimge are not entirely explorer centric either. What i want is an outliner only way of organizing objects which does not affect their status within the scene. Outliner should be capable of listing every mel expression associated
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I guess there could be a thread just as long for most if not almost all aspects of Maya workflow. On 12/01/14 11:50, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: Shuting, I'm back in the office. Looking through my notes I do have some additional comments 1. Outliner should have the ability to set where DUPLICATES appear in the list when created, a. at the bottom (the current default) b. at the top c. directly below the source it was duplicated from d. directly above the source it was duplicated from 2. The above also pertains to the creation of GROUPS from selected objects, adding one caveat that GROUPS can be created where the selected object is in the list as opposed to being shoved to the bottom of the list. 3. Sorting should permit display of objects named progressive numerically as well as logic numerically 4. RMB Move To context commands permitting the moving of an object to a different location in the outliner or to a group or object a. move to top b. move to bottom c. move to group (this would bring up a list of all groups to pick from) 5. Outliner should have bookmarks capable of repositioning (framing) the list to a bookmarked object . This should be similar in nature to the way Softimage bookmarks viewport views, a series of simple buttons allowing to the user to move back and forth to different objects in the outliner. 6. Outliner should have STATES that record the collapse state of groups and hierarchies and resets the groups and hierarchies to those states where possible. The idea is that a user should be able to capture the decompressed or drill down state of a hierarchy and to find a deeply parented object and return to that object in the outliner at will without having to open the entire hierarchy again. Maybe this could be relative to bookmarks? 7. Rename should be a command in the right click context of the Outliner. 8. A preference should be available to give the user the opportunity to rename the group at group creation time rather than just use group# by default. 9. Attribute Editor should have set All and Clear all commands as part of the Limit Information Dialog 10. The bookmark concept, or memo button as it is employed in Softimage, should be present on each bar of the Attribute Editor such as Common Materials Attributes, Specular Shading etc. The AE window should have an extra command to clear all memos for that node. 11. Attribute values should be drag-droppable from one Attribute Editor to another. In other words let's say I have two AE editors for two different object transform attributes. In soft I can drag and drop values across the property page dialogs and typically this creates an expression. It would be useful if left-click-drag did the same in Maya and middle-click-drag just copied the value to the other AE without linking it. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, echoing the sentiment of others, I really appreciate your approach to improving Maya based on the feedback of Softimage users. My main points re: the outliner and possible improvements based on Explorer and property pages. 1) Disconnect between multi ppg editing across the Maya. Channel box vs Attribute editor. 2) Filtering in the explorer allows me to manage my entire scene, in a single explorer or multiple instances of it, with locking, recycling, or recycle similar options. I can't do that with the channel box. I can with the attribute editor, but then lose the ability to multi edit. 3) Back to filtering, being able to see objects, params, groups, etc gives me a much easier way of looking at a complex scene on a number of different levels. 4) Explorer as a pass management system. 5) Filtering in the explorer based on Passes, Scene, Layers, 6) F3 pop up explorers are huge timesavers. 7) Drag and drop onto attributes, keying with a single click. On that note, RMB and having to choose key selected in Maya is highly inefficient. We should simply have to LMB on the attribute. RMB should be for secondary functions. 8) Being able to view an operator stack with D and D re-organization. I know Maya has the input shuffling feature, but its not a part of the Outliner, when it should be. 9) LMB node and MMb Branch Selection functionality. This is one of the most maddening things about Maya. 10) Color coding of node, branch and multi selection is very confusing. For example, I select the root joint of a chain of joints. They all turn green. I shift select the next joint down to multi select it with the first, now the first turns white and the rest green. So instead, turn off child selection highlighting. Now what happens is still kind of confusing. I select the first joint in the chain. It turn green, the res turn pink. I shift select the 2nd joint to add it to selection. The first joint turns white, the second green and the third pink. From a new users perspective, its even more bewildering. In Softimage, this is handled elegantly and simply. Never any confusion. Child selected object, white, If you shift select to add another object in multi select, it too turns white, the other bones remain their original colors. When you MMB or Tree select objects, the whole hierarchy turns white as you would expect. If Maya users are used to this behavior fine, but an option to switch this behavior would be so welcome. 10) Use of Model spaces to further organize a scene. My Maya scenes just don't seem as elegantly clean and organized as my Softimage scenes. The visual idea of a model node went a long way to helping me feel like I had my house in order. If Assets are supposed to be the equivalent of models, then they need to have a RMB option on them to Export the asset quickly instead of having to jump up to the top menu, or marking menu. Sets, should also be allowed to reside as children of an asset. 11) Explorer visualization of hierarchical connections. I have a hard time explaining this, and looking back and forth at the explorer / outliner, I think it may have something to do with the way the indented lines denoting the parent child relations extend all the way through to the icons in the explorer, whereas in Maya, there is a space between the icon and the connecting hierarchical line. It may not seem like much, but when looking at massive hierarchies, I just find it a major benefit in Softimage in being able to instantly understand the relationships between the various parts. 12) Ability to parent sets under models. Currently sets make the outliner incredibly messy down near the bottom. If we could pair sets with a model type node, this would clean things up even more. 13) Ability to show all attributes under an object. Thanks for the ear. Adam On Sat, Nov 29, 2014 at 1:17 AM, Simon Reeves si...@simonreeves.com wrote: I have context scripts so select object(s) right click a second and either 'parent to' or 'parent match' (sibling? :)) I find that very practical. On Friday, 28 November 2014, Grahame Fuller grahame.ful...@autodesk.com wrote: Or accidentally selecting Copy Here instead of Create Shortcut Here... gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall Sent: Friday, November 28, 2014 1:34 PM To: softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Never quite as bad as dragging the root of the server in windows somewhere by mistake ;-) ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I have context scripts so select object(s) right click a second and either 'parent to' or 'parent match' (sibling? :)) I find that very practical. On Friday, 28 November 2014, Grahame Fuller grahame.ful...@autodesk.com wrote: Or accidentally selecting Copy Here instead of Create Shortcut Here... gray From: softimage-boun...@listproc.autodesk.com javascript:; [mailto: softimage-boun...@listproc.autodesk.com javascript:;] On Behalf Of Andi Farhall Sent: Friday, November 28, 2014 1:34 PM To: softimage@listproc.autodesk.com javascript:; Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Never quite as bad as dragging the root of the server in windows somewhere by mistake ;-) ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Fri, 28 Nov 2014 13:03:33 -0500 From: flordli...@gmail.com javascript:;mailto:flordli...@gmail.com javascript:; To: softimage@listproc.autodesk.com javascript:;mailto: softimage@listproc.autodesk.com javascript:; Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor No, I'm talking about the way Softimage does it. You can just drag and drop objects around to change the hierarchy. I would prefer if you had to press a key to be able to mess with the parenting by drag and drop. On 28-Nov-14 12:19, Peter Agg wrote: 'p' should do it, or are you after something else? On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.com javascript:;mailto:flordli...@gmail.com javascript:; wrote: However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a -- Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk*
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Shuting thank you I may email you from my work email about beta. *You can view materials in the outliner (like using XSI Explorer and press M) * that sounds good, the first thing I wanted to do in outliner is show everything by turning off by unselecting DAG only, but then it was too messy... at least materials being separate sounds like a start Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 28 November 2014 at 05:13, Martin Yara furik...@gmail.com wrote: I've been using Outliner+ and even if it has a few nice filters, it is not that useful. You can view materials in the outliner (like using XSI Explorer and press M) which is nice, but you can't manipulate them like in Softimage with drag drop, etc. Talking about drag drop, another feature I miss is to manipulate, copy, duplicate, etc properties and parameters with drag drop. Copy UVs through objects with the same topology is just a drag drop. This besides what others already mentioned, groups, open and manipulate multiple objects PPGs, Outliner context menu are the first things that come to my head. You don't realize how useful these simple tasks until you start using Maya. As much as I love SI, I'll be using Maya for probably a long time so any improve in that mess is much appreciated. Martin
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Oh, Forgot to put the link for Outliner Plus (I though it was Outliner+) : http://www.timvoelcker.de/outlinerplus.html Only the pyc file is downloable and it doesn't have a 2015 version. It has a lot of filters and customizable filters through an ini file. And at least to filter objects, it is useful. Martin On Fri, Nov 28, 2014 at 7:47 PM, Simon Reeves si...@simonreeves.com wrote: Shuting thank you I may email you from my work email about beta. *You can view materials in the outliner (like using XSI Explorer and press M) * that sounds good, the first thing I wanted to do in outliner is show everything by turning off by unselecting DAG only, but then it was too messy... at least materials being separate sounds like a start Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 28 November 2014 at 05:13, Martin Yara furik...@gmail.com wrote: I've been using Outliner+ and even if it has a few nice filters, it is not that useful. You can view materials in the outliner (like using XSI Explorer and press M) which is nice, but you can't manipulate them like in Softimage with drag drop, etc. Talking about drag drop, another feature I miss is to manipulate, copy, duplicate, etc properties and parameters with drag drop. Copy UVs through objects with the same topology is just a drag drop. This besides what others already mentioned, groups, open and manipulate multiple objects PPGs, Outliner context menu are the first things that come to my head. You don't realize how useful these simple tasks until you start using Maya. As much as I love SI, I'll be using Maya for probably a long time so any improve in that mess is much appreciated. Martin
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Sorry to have to be the corporate voice here, but just wanted to say that of course any statements about what is being worked on should be taken as completely subject to change. Please don’t make any buying decisions based on what’s been said about what may or may not be in the next or any future versions of Maya. Shuting is getting feedback from you, and that is great, but no guarantees about what will be implemented. Blah, blah, blah usual disclaimer blah, blah. Thanks and please keep the great feedback coming! Jill attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
If I may, please try to create a unified tool to transfer UVs, shapes, and so on between meshes with different topology...basically Gator, its so usefull ;) 2014-11-28 16:59 GMT+01:00 Jill Ramsay (Contractor) jill.ram...@autodesk.com: Sorry to have to be the corporate voice here, but just wanted to say that of course any statements about what is being worked on should be taken as completely subject to change. Please don’t make any buying decisions based on what’s been said about what may or may not be in the next or any future versions of Maya. Shuting is getting feedback from you, and that is great, but no guarantees about what will be implemented. Blah, blah, blah usual disclaimer blah, blah. Thanks and please keep the great feedback coming! Jill
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
'p' should do it, or are you after something else? On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.com wrote: However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Francois, I agree - and for exactly this reason I never drag-and-drop in the explorer to change hierarchy. Instead I use these shortcuts: (much faster and less error-prone) *' / ' -- middle click *to parent* current selection* under *clicked-on item* *' / ' -- left click * to parent *clicked-on item* under *current selection* *' Ctrl + / ' * to un-parent current selection Works great for me - plus this also works consistently in the Schematic View. (yes, I am one of those 5 users left that make heavy use of the Schematic View...) Cheers, Martin -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Fri, Nov 28, 2014 at 7:03 PM, Francois Lord flordli...@gmail.com wrote: No, I'm talking about the way Softimage does it. You can just drag and drop objects around to change the hierarchy. I would prefer if you had to press a key to be able to mess with the parenting by drag and drop. On 28-Nov-14 12:19, Peter Agg wrote: 'p' should do it, or are you after something else? On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.com wrote: However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Never quite as bad as dragging the root of the server in windows somewhere by mistake ;-) ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error. Date: Fri, 28 Nov 2014 13:03:33 -0500 From: flordli...@gmail.com To: softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor No, I'm talking about the way Softimage does it. You can just drag and drop objects around to change the hierarchy. I would prefer if you had to press a key to be able to mess with the parenting by drag and drop. On 28-Nov-14 12:19, Peter Agg wrote: 'p' should do it, or are you after something else? On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.com wrote: However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Or accidentally selecting Copy Here instead of Create Shortcut Here... gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall Sent: Friday, November 28, 2014 1:34 PM To: softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Never quite as bad as dragging the root of the server in windows somewhere by mistake ;-) ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Fri, 28 Nov 2014 13:03:33 -0500 From: flordli...@gmail.commailto:flordli...@gmail.com To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor No, I'm talking about the way Softimage does it. You can just drag and drop objects around to change the hierarchy. I would prefer if you had to press a key to be able to mess with the parenting by drag and drop. On 28-Nov-14 12:19, Peter Agg wrote: 'p' should do it, or are you after something else? On Fri Nov 28 2014 at 17:17:25 Francois Lord flordli...@gmail.commailto:flordli...@gmail.com wrote: However, I would prefer to have a shortcut key pressed to be able to reparent things in the explorer. Right now, it's too easy to mess a hierarchy when selecting an object and slipping the mouse too much. You don't even realize you did it. On 26-Nov-14 05:39, adrian wyer wrote: Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Yes, I can relate to that. Some minds just work better spatially. I guess that’s why I feel at home in the render tree, Nuke and Houdini ;-) Cheers On Nov 28, 2014, at 19:29, Martin Chatterjee martin.chatterjee.li...@googlemail.com wrote: (yes, I am one of those 5 users left that make heavy use of the Schematic View...)
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I must say guys, that I'm really impressed with the work that the team is doing. They are genuinely worried about improving Maya in all aspects. I do have some rage moments too but its unfair to them. The future looks bright :) Tks Maya team. Mário Domingos www.mariodomingos.com Sent from my super iPhone On 27 Nov 2014, at 03:48, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Tim, Great feedback! I’ll definitely take this into consideration in our UI interaction revamping work. I will pass this to animation team too. Thank you, shuting From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 11:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from the context menu in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- winmail.dat
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [image: Inline images 1] Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have *colour-coded nodes* in the Outliner. A bit like the way you can do that in Softimage. It is not *very* important, but would be helpful for keeping things organised. Also, *middle-click to select hierarchy* is *really* handy. Please can we have that? Thanks! -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [ shuting.ch...@autodesk.com] *Sent:* 26 November 2014 02:06 *To:* softimage@listproc.autodesk.com *Cc:* Mark Jamieson *Subject:* Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
That picture sums up my current experience of Maya. From: si...@simonreeves.com Date: Thu, 27 Nov 2014 17:47:23 + Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor To: softimage@listproc.autodesk.com I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor.With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though Simon ReevesLondon, UK si...@simonreeves.com www.simonreeves.comwww.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Constraints look exactly the same... Its very odd not very clear... Sofronis Efstathiou Postgraduate Framework Leader and BFX Festival Director Computer Animation Academic Group National Centre for Computer Animation Email: sefstath...@bournemouth.ac.uk Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation -Original Message- From: Simon Reeves [si...@simonreeves.com] Received: Thursday, 27 Nov 2014, 5:48PM To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com] Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [cid:ii_149f25d19d2906f0] Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages [ http://www.disabledgo.com/en/org/bournemouth-university ] This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Simon, I am wondering if you are on Maya beta. Let me know if you are not. I can set up your Maya beta account so you can try to play with the latest node editor. It has lots of update since 2015 release. Thank you, Shuting From: Simon Reeves si...@simonreeves.commailto:si...@simonreeves.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Thursday, November 27, 2014 at 12:47 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [Inline images 1] Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I dare say artists will be doing overtime no matter what, not having to fight and compensate for the software into overtime, is an admirable goal. On 27 November 2014 at 20:43, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, Very glad to see the efforts of autodesk about making maya more user friendly for xsi people, I haven't had the chance to read all the emails, but I saw you mention something about improvements in the node editor, I am wondering if this applies to lookdev/shading? are we getting something similar (or closer) to the xsi render tree (which is awesome!) or the slate editor from max? I had scratch the surface using the node editor in maya for shading, I ve been mostly using the hypershade... and although I know the node editor offers shading functions I find that it is still very far from the examples I mentioned previously. Also you mentioned something about a beta release, is there a chance I can get into? Thanks for your help man, cheers -Manuel IMDB | Portfolio | Vimeo | Linkedin Date: Thu, 27 Nov 2014 23:12:57 + Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com I dare say artists will be doing overtime no matter what, not having to fight and compensate for the software into overtime, is an admirable goal. On 27 November 2014 at 20:43, Shuting Chang shuting.ch...@autodesk.com wrote: Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hahahaha, don't worry Simon. You never get used to it. I just pretend to not see the madness. Maya is allot like ordering a Russian bride: You will never fully understand what she's on about, unless your first language is Mayan.. erm I mean Russian. Good luck G On 27/11/2014 19:47, Simon Reeves wrote: I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though Inline images 1 Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ /www.analogstudio.co.uk http://www.analogstudio.co.uk// / On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.com mailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have *colour-coded nodes* in the Outliner. A bit like the way you can do that in Softimage. It is not /very/ important, but would be helpful for keeping things organised. Also, *middle-click to select hierarchy* is /really/ handy. Please can we have that? Thanks! *From:* softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com mailto:shuting.ch...@autodesk.com] *Sent:* 26 November 2014 02:06 *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Cc:* Mark Jamieson *Subject:* Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I've been using Outliner+ and even if it has a few nice filters, it is not that useful. You can view materials in the outliner (like using XSI Explorer and press M) which is nice, but you can't manipulate them like in Softimage with drag drop, etc. Talking about drag drop, another feature I miss is to manipulate, copy, duplicate, etc properties and parameters with drag drop. Copy UVs through objects with the same topology is just a drag drop. This besides what others already mentioned, groups, open and manipulate multiple objects PPGs, Outliner context menu are the first things that come to my head. You don't realize how useful these simple tasks until you start using Maya. As much as I love SI, I'll be using Maya for probably a long time so any improve in that mess is much appreciated. Martin
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
You can do this with the copy button at the bottom, but its not what we are used to. On 26/11/2014 12:02, Marco Peixoto wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com mailto:klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel: https://vimeo.com/72183649 web:www.ivasiljevic.com http://ivasiljevic.com email: i...@digitalassettailors.com mailto:i...@digitalassettailors.com ivan_vasilje...@hotmail.com mailto:ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Well, for me the idea is that Outliner will the most close to the XSI Explorer, just that. The XSI Explorer is one of the most productive tools. Thank you for ask our opinion. Enviado desde mi iPhone Javier Vega www.zao3d.com http://blog.zao3d.com Teléfono: 616 647 357 Santa Coloma de Gramenet (Barcelona) El 26/11/2014, a las 11:17, Gerbrand Nel nagv...@gmail.com escribió: You can do this with the copy button at the bottom, but its not what we are used to. On 26/11/2014 12:02, Marco Peixoto wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, thanks for requesting our feedback. As discussed on the more maya.. thread I would like to see improvements on the way sets and character set or organized. - Firstly and hopefully and easy one, I would like to able to select a set and Add selected objects - Remove selected objects etc, just like you can do with layers. - Furthermore, allow us to parent sets, and character sets under assets or something. This will help enormously organizing big scenes, currently everything is just on the same level and it's frankly a mess. Ten characters with 5 sets each, that is 50 sets laid down on the Outliner. - Is there really a need for Icons to change when you expand them? I understand the Transform/shape relationship and I think when you expand the new shape Icon that appears should have a different icon and that's it. Imho this is an unnecessary and confusing aspect of the UI. It can get really confusing when you have large number of objects and you expand a network. Could this be maybe a setting option? Thanks, Cris On 26 November 2014 at 10:17, Gerbrand Nel nagv...@gmail.com wrote: You can do this with the copy button at the bottom, but its not what we are used to. On 26/11/2014 12:02, Marco Peixoto wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Also I think we need to be realistic and what is achievable, saying make it like the xsi explorer it's just unrealistic I think... On 26 November 2014 at 10:40, Cristobal Infante cgc...@gmail.com wrote: Hi Shuting, thanks for requesting our feedback. As discussed on the more maya.. thread I would like to see improvements on the way sets and character set or organized. - Firstly and hopefully and easy one, I would like to able to select a set and Add selected objects - Remove selected objects etc, just like you can do with layers. - Furthermore, allow us to parent sets, and character sets under assets or something. This will help enormously organizing big scenes, currently everything is just on the same level and it's frankly a mess. Ten characters with 5 sets each, that is 50 sets laid down on the Outliner. - Is there really a need for Icons to change when you expand them? I understand the Transform/shape relationship and I think when you expand the new shape Icon that appears should have a different icon and that's it. Imho this is an unnecessary and confusing aspect of the UI. It can get really confusing when you have large number of objects and you expand a network. Could this be maybe a setting option? Thanks, Cris On 26 November 2014 at 10:17, Gerbrand Nel nagv...@gmail.com wrote: You can do this with the copy button at the bottom, but its not what we are used to. On 26/11/2014 12:02, Marco Peixoto wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Eric hit most of the salient points, however one thing i would add is selection modes it's massively intuitive and productive being able to select a hierarchy with middle click add to this the drag and drop features in the softimage explorer (for both parenting and copying materials/properties) and you can do a huge amount of work with minimal clicks a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Javier Vega Sent: 26 November 2014 10:29 To: softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Well, for me the idea is that Outliner will the most close to the XSI Explorer, just that. The XSI Explorer is one of the most productive tools. Thank you for ask our opinion. Enviado desde mi iPhone Javier Vega www.zao3d.com http://blog.zao3d.com Teléfono: 616 647 357 Santa Coloma de Gramenet (Barcelona) El 26/11/2014, a las 11:17, Gerbrand Nel nagv...@gmail.com escribió: You can do this with the copy button at the bottom, but its not what we are used to. On 26/11/2014 12:02, Marco Peixoto wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Generally I find the Outliner kinda okay in isolation - there's a lot of filters, you can drag and drop (although there's one option that stops you being able to... I can't remember what it is now), the lack of good context menus for things like sets is very annoying and slows me down, but that's the only thing that springs to mind. The main differences are deeper, imo: - connection editors rather than being able to drag and drop connections which makes seeing parameters in an explorer - having Attributes exposed in Maya isn't going to make much odds without that - The Outliner ends up looking like an unorganized mess and namespaces in Maya are a blight on humanity, but when you don't have a model equivalent to parent things under this is what you get. I guess the main thing with the Outliner is that I find it very hard to keep just the stuff I want in there. I don't want to hide all the sets, but I also don't want to see all the ViewSelected ones at the same time. I also have to really, *really*, highlight what Eric said about the F3 quick-menu. It's up there with the middle mouse button in terms of basic functionality I'm going to miss. It make everything flow much quicker than having to navigate menus - but, again, because I can do a lot of stuff from there: I can see what operators are on the object, all the different properties etc, access them quickly and set up a connection from there. On 26 November 2014 at 10:02, Marco Peixoto mpe...@gmail.com wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
oh yeah totally forgot the F3 popup mini explorer!! i've worn the text off my F3 key through over use a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: 26 November 2014 10:50 To: softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Generally I find the Outliner kinda okay in isolation - there's a lot of filters, you can drag and drop (although there's one option that stops you being able to... I can't remember what it is now), the lack of good context menus for things like sets is very annoying and slows me down, but that's the only thing that springs to mind. The main differences are deeper, imo: * connection editors rather than being able to drag and drop connections which makes seeing parameters in an explorer - having Attributes exposed in Maya isn't going to make much odds without that * The Outliner ends up looking like an unorganized mess and namespaces in Maya are a blight on humanity, but when you don't have a model equivalent to parent things under this is what you get. I guess the main thing with the Outliner is that I find it very hard to keep just the stuff I want in there. I don't want to hide all the sets, but I also don't want to see all the ViewSelected ones at the same time. I also have to really, really, highlight what Eric said about the F3 quick-menu. It's up there with the middle mouse button in terms of basic functionality I'm going to miss. It make everything flow much quicker than having to navigate menus - but, again, because I can do a lot of stuff from there: I can see what operators are on the object, all the different properties etc, access them quickly and set up a connection from there. On 26 November 2014 at 10:02, Marco Peixoto mpe...@gmail.com wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.com email: i...@digitalassettailors.com ivan_vasilje...@hotmail.com
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Please can we have more than one Outliner open. When I moved from Maya to Soft I realised that it was extremely useful to have more then one Explorer open (passes, materials, objects, etc). I know you can drag the bottom of the Outliner up to view a different part of the outliner, but some functions are not accessible in the bottom half. Thank you. From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of adrian wyer [adrian.w...@fluid-pictures.com] Sent: 26 November 2014 10:57 To: softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor oh yeah totally forgot the F3 popup mini explorer!! i've worn the text off my F3 key through over use a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: 26 November 2014 10:50 To: softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Generally I find the Outliner kinda okay in isolation - there's a lot of filters, you can drag and drop (although there's one option that stops you being able to... I can't remember what it is now), the lack of good context menus for things like sets is very annoying and slows me down, but that's the only thing that springs to mind. The main differences are deeper, imo: * connection editors rather than being able to drag and drop connections which makes seeing parameters in an explorer - having Attributes exposed in Maya isn't going to make much odds without that * The Outliner ends up looking like an unorganized mess and namespaces in Maya are a blight on humanity, but when you don't have a model equivalent to parent things under this is what you get. I guess the main thing with the Outliner is that I find it very hard to keep just the stuff I want in there. I don't want to hide all the sets, but I also don't want to see all the ViewSelected ones at the same time. I also have to really, really, highlight what Eric said about the F3 quick-menu. It's up there with the middle mouse button in terms of basic functionality I'm going to miss. It make everything flow much quicker than having to navigate menus - but, again, because I can do a lot of stuff from there: I can see what operators are on the object, all the different properties etc, access them quickly and set up a connection from there. On 26 November 2014 at 10:02, Marco Peixoto mpe...@gmail.commailto:mpe...@gmail.com wrote: A nice addition would an option to LOCK the Attribute editor like we can with Softimage PPGs so it wont change when selecting another object. On Wed, Nov 26, 2014 at 10:54 AM, Ivan Vasiljevic klebed...@gmail.commailto:klebed...@gmail.com wrote: 110% to what Mirko is saying, outliner and node editor, just not even close to explorer/render tree + passes and those are things that make me fill like home when working in XSI. On Wed, Nov 26, 2014 at 8:48 AM, Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote: Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper. -- Ivan Vasiljevic - Lighting TD Founder, Digital Asset Tailors - reel:https://vimeo.com/72183649 web:www.ivasiljevic.comhttp://ivasiljevic.com email: i...@digitalassettailors.commailto:i...@digitalassettailors.com ivan_vasilje...@hotmail.commailto:ivan_vasilje...@hotmail.com Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Hey, Thanks for asking! Much of what had been said here I agree with 100 % - bullet points for me would be: * A range of filters that are pertinent to what attribute I want to inspect (materials, animated parameters etc) * A more holistic view of the Maya scene - Why do we need to open up a secondary windows like the Relationship Editor to address things like Render Layers, Partitions etc. This should be tied into a single UI with a consistent work approach. - so we should be able to filter into a Render Layer, Groups, Layers, Asset types etc. * Graphically I still find it hard to understand (at a glance) how things branch out from one another - hierarchal relationships have different shades of blue highlighted, when you hide an object it has a pale grey text associated with it - it hurts my eyes! I have to say - Softimage had a great Outliner! * No graphical element/icons to symbolise a change to an attribute - when something was hidden in Softimage, a small H represented how it was being hidden. Accessing information quickly is pretty hard in the outliner - for example - how can I quickly inspect whether a parameter has been overridden? * Organising and partitioning Character Sets, Quick selection Sets etc. so they exist under something identifiable - not flailing around at the bottom of the Outliner. Its very confusing for the students, especially with 5 or so assets in the scene * Can we see the operator stack in the Outliner? * Is it possible to show animated parameters in the Outliner? * Is it possible to drag and drop from one parameter to another to create relationships? * Middle Mouse button drags - feels very unnatural - my finger hover over the left or right mouse button, not the MMB. Its very uncomfortable to continuously use the MMB to drag objects into parenting relationships. At very least, can it be made an option? * Adding and Removing objects into sets by RMB context menu would be great (or can we do that already? Couldn't see it) * Is hiding things in the Outliner necessary? I'm not sure - is that not just a feature added because of the visual noise the outliner generates? I'm sure it stops things being changed by artists etc. but there are other way assets can be locked down right? Anyway - hope that helps. If some of things are possible, apologies - It certainly wasn't clear in the manual. Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group National Centre for Computer Animation From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: 26 November 2014 02:07 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpageshttp://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1; From: sefstath...@bournemouth.ac.uk To: softimage@listproc.autodesk.com Date: Wed, 26 Nov 2014 12:01:52 + Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Hey, Thanks for asking! Much of what had been said here I agree with 100 % – bullet points for me would be: · A range of filters that are pertinent to what attribute I want to inspect (materials, animated parameters etc)· A more holistic view of the Maya scene – Why do we need to open up a secondary windows like the Relationship Editor to address things like Render Layers, Partitions etc. This should be tied into a single UI with a consistent work approach. – so we should be able to filter into a Render Layer, Groups, Layers, Asset types etc.· Graphically I still find it hard to understand (at a glance) how things branch out from one another - hierarchal relationships have different shades of blue highlighted, when you hide an object it has a pale grey text associated with it – it hurts my eyes! I have to say – Softimage had a great Outliner!· No graphical element/icons to symbolise a change to an attribute – when something was hidden in Softimage, a small H represented how it was being hidden. Accessing information quickly is pretty hard in the outliner – for example – how can I quickly inspect whether a parameter has been overridden? · Organising and partitioning Character Sets, Quick selection Sets etc. so they exist under something identifiable – not flailing around at the bottom of the Outliner. Its very confusing for the students, especially with 5 or so assets in the scene· Can we see the operator stack in the Outliner?· Is it possible to show animated parameters in the Outliner? · Is it possible to drag and drop from one parameter to another to create relationships?· Middle Mouse button drags – feels very unnatural – my finger hover over the left or right mouse button, not the MMB. Its very uncomfortable to continuously use the MMB to drag objects into parenting relationships. At very least, can it be made an option?· Adding and Removing objects into sets by RMB context menu would be great (or can we do that already? Couldn’t see it)· Is hiding things in the Outliner necessary? I’m not sure – is that not just a feature added because of the visual noise the outliner generates? I’m sure it stops things being changed by artists etc. but there are other way assets can be locked down right? Anyway – hope that helps. If some of things are possible, apologies – It certainly wasn’t clear in the manual. Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival DirectorComputer Animation Academic GroupNational Centre for Computer Animation From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: 26 November 2014 02:07 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed to any other person. Any views or opinions presented are solely those of the author and do not necessarily represent those of Bournemouth University or its subsidiary companies. Nor can any contract be formed on behalf of the University or its subsidiary companies via email.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Thanks Gareth. I thought there might be one since nobody had asked about it in this thread. Many thanks for letting me know. Dan From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of gareth bell [garethb...@outlook.com] Sent: 26 November 2014 12:52 To: softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1; From: sefstath...@bournemouth.ac.uk To: softimage@listproc.autodesk.com Date: Wed, 26 Nov 2014 12:01:52 + Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Hey, Thanks for asking! Much of what had been said here I agree with 100 % – bullet points for me would be: · A range of filters that are pertinent to what attribute I want to inspect (materials, animated parameters etc) · A more holistic view of the Maya scene – Why do we need to open up a secondary windows like the Relationship Editor to address things like Render Layers, Partitions etc. This should be tied into a single UI with a consistent work approach. – so we should be able to filter into a Render Layer, Groups, Layers, Asset types etc. · Graphically I still find it hard to understand (at a glance) how things branch out from one another - hierarchal relationships have different shades of blue highlighted, when you hide an object it has a pale grey text associated with it – it hurts my eyes! I have to say – Softimage had a great Outliner! · No graphical element/icons to symbolise a change to an attribute – when something was hidden in Softimage, a small H represented how it was being hidden. Accessing information quickly is pretty hard in the outliner – for example – how can I quickly inspect whether a parameter has been overridden? · Organising and partitioning Character Sets, Quick selection Sets etc. so they exist under something identifiable – not flailing around at the bottom of the Outliner. Its very confusing for the students, especially with 5 or so assets in the scene · Can we see the operator stack in the Outliner? · Is it possible to show animated parameters in the Outliner? · Is it possible to drag and drop from one parameter to another to create relationships? · Middle Mouse button drags – feels very unnatural – my finger hover over the left or right mouse button, not the MMB. Its very uncomfortable to continuously use the MMB to drag objects into parenting relationships. At very least, can it be made an option? · Adding and Removing objects into sets by RMB context menu would be great (or can we do that already? Couldn’t see it) · Is hiding things in the Outliner necessary? I’m not sure – is that not just a feature added because of the visual noise the outliner generates? I’m sure it stops things being changed by artists etc. but there are other way assets can be locked down right? Anyway – hope that helps. If some of things are possible, apologies – It certainly wasn’t clear in the manual. Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition Festival Director Computer Animation Academic Group National Centre for Computer Animation From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: 26 November 2014 02:07 To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpageshttp://www.disabledgo.com/en/org/bournemouth-university This email is intended only for the person to whom it is addressed and may contain confidential information. If you have received this email in error, please notify the sender and delete this email, which must not be copied, distributed or disclosed
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
If the outliner is docked in the viewport, the command to open a new one is in the menu Panels-Tear Off Copy. This works for any other panel. On Wed, Nov 26, 2014 at 8:33 AM, Sidi, Daniel daniel.s...@bskyb.com wrote: Thanks Gareth. I thought there might be one since nobody had asked about it in this thread. Many thanks for letting me know. Dan -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of gareth bell [ garethb...@outlook.com] *Sent:* 26 November 2014 12:52 *To:* softimage@listproc.autodesk.com *Subject:* RE: Need your opinion to improve Maya Outliner/ Attribute Editor Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1;
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
well, there is only one thing to say now... O. M. G. How did I not know that??? Thanks for pointing it out ;o) From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Luc-Eric Rousseau [luceri...@gmail.com] Sent: 26 November 2014 13:49 To: softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor If the outliner is docked in the viewport, the command to open a new one is in the menu Panels-Tear Off Copy. This works for any other panel. On Wed, Nov 26, 2014 at 8:33 AM, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Thanks Gareth. I thought there might be one since nobody had asked about it in this thread. Many thanks for letting me know. Dan From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of gareth bell [garethb...@outlook.commailto:garethb...@outlook.com] Sent: 26 November 2014 12:52 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1; Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from /the context menu/ in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.com mailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- Signature
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Also, can Maya do multiple AEs at once? If so, is there any mechanism like XSI's drag-n-drop for driving one parameter with another? It's the same as setting as an expression, but is just a shortcut to get it set up. You LMB-click on the animation widget and drag it to another similar widget in either the same PPG or another PPG, thereby setting up a quick 1:1 expression. It's similar to set Set Driven Key. But that drag-n-drop mechanism would be nifty to have if Maya doesn't already do it (I'm learning Maya now...) -Tim On 11/26/2014 10:53 AM, Tim Crowson wrote: Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from /the context menu/ in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.com mailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- Signature -- Signature
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
OUTLINER Right click context allowing the execution of commands specific to an object. From right click context the ability to execute or add or delete operators. From right click context the ability to isolate all objects parented under the highlighted object, connected to, or associated in any way with that object and make the outliner show only those things. From right click context the ability to access all subcomponents and make subcomponent selection filters( much like the marking menu but within the outliner right click should highlight the object not select it so you can perform mixed modal selections). Outliner should have a concept for buckets. Think of this as passive or soft organization methods which do not effect the hierarchical parenting of objects but allows you to throw any object no matter how it is parented , or not parented, into an organization system for managing hundred of curves and surfaces. This would be most useful when modeling in nurbs when you have dozens of rails or other reference objects that are being used to create surfaces or or other curves. You need some way to organize these objects which is non heirarchical and strictly only an Outliner centric organization method. A softimage person might think of these as groups, but groups mean something entirely different in Maya. Groups in softimge are not entirely explorer centric either. What i want is an outliner only way of organizing objects which does not affect their status within the scene. Outliner should be capable of listing every mel expression associated to the object. Outliner and AE should alternatively come together as a paired set allowing the user to have multple AE with their own respective outliner associated to each AE. Outliner should have sequestration modes. In single sequestration it would list only the selected object but you would be able to list all subcomponents of the object inside the outliner and select those subcomponents at will through the outliner. A second mode of sequestration would allow you to list only 10 or 20 out of thousands of models in the scene. The outliner should be capable then of sequestration sets. Saved sets relative only the outliner where the user defines only which objects should be visible in the outliner. Newly created objects would be added to the actively displayed set. Sequestration sets would differ from buckets in that the Outliner has a default set which is everything, but a custom sequestration set would only display all the sequestered objects. There is only ever one sequestration set displayed in the outliner. All objects or a sequestration of objects could have multiple buckets in the same outliner, sequestered or not. I'm not in front of Maya at the moment but I'm sure I can offer more when I get back to the office and look through my notes. Joey Ponthieux From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.com] Sent: Tuesday, November 25, 2014 9:06 PM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I¹d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won¹t list any thing else as I don¹t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Eric, Thanks for your feedbacks. I just want to let you know that I am listening and documenting the requests you mentioned. For the transient explorer view, we are building something similar, the form is still under discussion. I will give update when we achieve something testable. Shuting From: Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday, November 25, 2014 at 9:57 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Gerbrand, I totally hear your voice and echo your feelings. Project H is looking into consistency across Maya. On the other hand, Maya’s node give the software flexibility. I think our work is to make the flexibility more manageable by studying why XSI is good usability-wise, instead of replace Maya’s core. Thank you, Shuting From: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 2:05 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting Thanks for asking here and not just the beta list! I think for most of us the simple answer would be make it work like softimage I agree with everything Eric has said but would like to add a few things. In the softimage explorer, we see the objects and the operator stack. The basic idea is if you cant see it in the explorer, it doesn't exist. Because of maya's nodal nature, the outliner becomes messy when you start showing more than just DAG nodes. I personally think the operator stack in maya needs to be redesigned, and this will have a huge impact on designing the outliner and AE. How Bifrost and its nodes gets implemented will also guide these decisions. So I guess I'm saying that although the outliner and AE needs some love, the things that will guide the design of these lies deeper near the core of Maya. The reason I make this point is: When I use softimage, it almost feels like it was designed by one very smart person. Everything works the same way, regardless of where I'm working. In Maya on the other hand it sometimes feel like 20 different departments worked on Maya without talking to each other. The channel box doesn't work like the AE. Parenting and constrains picking orders aren't the same. x-gen or paint effects doesn't work like anything else. Selecting things in the view port doesn't work like it does in the outliner. The list goes on What I'm trying to say is: whatever you guys do to the outliner and the AE, should dictate how the logic of the rest of maya works. Otherwise the Frankenstein syndrome will never end. I hope this doesn't come across as a rant, as I appreciate your efforts greatly. G On 26/11/2014 04:57, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Great point. For all the love fest that the Explorer gets I wish this had been implemented all along. So many Softimage users are so tied to the Explorer because it offers alot, but also because the schematic view is so lame. On Nov 26, 2014, at 18:18, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Outliner should have a concept for buckets. Think of this as passive or soft organization methods which do not effect the hierarchical parenting of objects but allows you to throw any object no matter how it is parented , or not parented, into an organization system for managing hundred of curves and surfaces. This would be most useful when modeling in nurbs when you have dozens of rails or other reference objects that are being used to create surfaces or or other curves. You need some way to organize these objects which is non heirarchical and strictly only an Outliner centric organization method. A softimage person might think of these as groups, but groups mean something entirely different in Maya. Groups in softimge are not entirely explorer centric either. What i want is an outliner only way of organizing objects which does not affect their status within the scene.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I like the functions in XSI where you can type formulas into input boxes or like how you can arrange things with a function L(20,40) and your selected objects would arrange themselves between 20-40 evenly spaced or like time, when I'm on frame 154 and I just want to go 1 sec more, I'd just append +24 to the end or when you select multiple objects and rename one, and they all rename in sequence (name1, name2) On Wed, Nov 26, 2014 at 12:35 PM, Andy Goehler lists.andy.goeh...@gmail.com wrote: Great point. For all the love fest that the Explorer gets I wish this had been implemented all along. So many Softimage users are so tied to the Explorer because it offers alot, but also because the schematic view is so lame. On Nov 26, 2014, at 18:18, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Outliner should have a concept for buckets. Think of this as passive or soft organization methods which do not effect the hierarchical parenting of objects but allows you to throw any object no matter how it is parented , or not parented, into an organization system for managing hundred of curves and surfaces. This would be most useful when modeling in nurbs when you have dozens of rails or other reference objects that are being used to create surfaces or or other curves. You need some way to organize these objects which is non heirarchical and strictly only an Outliner centric organization method. A softimage person might think of these as groups, but groups mean something entirely different in Maya. Groups in softimge are not entirely explorer centric either. What i want is an outliner only way of organizing objects which does not affect their status within the scene.
RE: Need your opinion to improve Maya Outliner/ Attribute Editor
Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Man, I was really hoping we could go one thread without bashing on the AD person who posted in the first place. Shuting is being very helpful and I know for a fact is listening. Having met in person, she doesn't deserve any type of abuse / criticism. For those of us who do care about continuing our careers using Maya having the designers reach out and ask and care about what we're looking for shouldn't be met like this. As a favor to me, if you feel so inclined to oblige, please start another thread preferably with a subject starting with [AD Flaming/Complaint]: Insert Subject Here so I can filter it to my email trash. I'm tired of productive discussions getting derailed. Much thanks in advance, Eric T. PS: I'm not in the mindset of converting Maya over to Softimage. It's clear that it can't / won't be. I'm just looking for tools to make the workflows flow much better. Maya != Softimage. On Wednesday, November 26, 2014 5:39:40 PM, Sven Constable wrote: Due to all respect to you as a developer...
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Daniel, It is normal that you didn’t realize that as the naming is not intuitive at all. The dock back experience here is also not good. Those are the issues we identified and will fix soon. Softimage users really help us to learn those issues faster, so I’d say thank you for being here to support our work. Thank you, Shuting From: Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 9:16 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor well, there is only one thing to say now... O. M. G. How did I not know that??? Thanks for pointing it out ;o) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Luc-Eric Rousseau [luceri...@gmail.commailto:luceri...@gmail.com] Sent: 26 November 2014 13:49 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor If the outliner is docked in the viewport, the command to open a new one is in the menu Panels-Tear Off Copy. This works for any other panel. On Wed, Nov 26, 2014 at 8:33 AM, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Thanks Gareth. I thought there might be one since nobody had asked about it in this thread. Many thanks for letting me know. Dan From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of gareth bell [garethb...@outlook.commailto:garethb...@outlook.com] Sent: 26 November 2014 12:52 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1; Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Tim, Great feedback! I’ll definitely take this into consideration in our UI interaction revamping work. I will pass this to animation team too. Thank you, shuting From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 11:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from the context menu in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- attachment: winmail.dat
Need your opinion to improve Maya Outliner/ Attribute Editor
Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Shuting Thanks for asking here and not just the beta list! I think for most of us the simple answer would be make it work like softimage I agree with everything Eric has said but would like to add a few things. In the softimage explorer, we see the objects and the operator stack. The basic idea is if you cant see it in the explorer, it doesn't exist. Because of maya's nodal nature, the outliner becomes messy when you start showing more than just DAG nodes. I personally think the operator stack in maya needs to be redesigned, and this will have a huge impact on designing the outliner and AE. How Bifrost and its nodes gets implemented will also guide these decisions. So I guess I'm saying that although the outliner and AE needs some love, the things that will guide the design of these lies deeper near the core of Maya. The reason I make this point is: When I use softimage, it almost feels like it was designed by one very smart person. Everything works the same way, regardless of where I'm working. In Maya on the other hand it sometimes feel like 20 different departments worked on Maya without talking to each other. The channel box doesn't work like the AE. Parenting and constrains picking orders aren't the same. x-gen or paint effects doesn't work like anything else. Selecting things in the view port doesn't work like it does in the outliner. The list goes on What I'm trying to say is: whatever you guys do to the outliner and the AE, should dictate how the logic of the rest of maya works. Otherwise the Frankenstein syndrome will never end. I hope this doesn't come across as a rant, as I appreciate your efforts greatly. G On 26/11/2014 04:57, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.com mailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
I'd echo everything Eric has said, he is on the money. The tools settings panel also needs some major rethinking, it takes up a ludicrous amount of screen real estate. but i think i remember someone saying they where working on it. On 26 November 2014 at 02:57, Eric Thivierge ethivie...@gmail.com wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
+1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper.
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Again +1 as well for make it like SI It is not overstatement that SI explorer/outliner sister is best out there. gives you complete overview and scene organisation AND access to every single needed attribute and anything you can possibly need in working with scene. Softimage scene explorer is one of main workhorses and not without reason so be sure to see what was done there in any case. Not holding any fingers ofc but just an idea.. There will always be comment make it like SI so that is completely natural, but SI scene explorer and render pass system should be No1 on list to push them into maya if possible at all. On Wed, Nov 26, 2014 at 8:15 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: +1 Gerbrand, it's good to remember that the ui reflects the way stuff was initially setup, and not the other way around. thhere will most likely come a time where surface polishing won't be enough without delving deeper.