Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-12-10 Thread Cristobal Infante
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

2014-12-09 Thread Cristobal Infante
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

2014-12-03 Thread Marco Peixoto
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

2014-12-02 Thread Luc-Eric Rousseau
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

2014-12-02 Thread Eric Turman
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

2014-12-02 Thread Leendert A. Hartog

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

2014-12-02 Thread Cesar Saez
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

2014-12-02 Thread Luc-Eric Rousseau
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

2014-12-02 Thread Eric Turman
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

2014-12-02 Thread Eric Turman
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

2014-12-02 Thread Andy Nicholas
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

2014-12-02 Thread Adam Sale
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

2014-12-01 Thread Marco Peixoto
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

2014-12-01 Thread Shuting Chang
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

2014-12-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

2014-12-01 Thread Jason S
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

2014-11-30 Thread Adam Sale
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

2014-11-29 Thread Simon Reeves
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

2014-11-28 Thread Simon Reeves
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

2014-11-28 Thread Martin Yara
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

2014-11-28 Thread Jill Ramsay (Contractor)
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

2014-11-28 Thread Nicolas Esposito
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

2014-11-28 Thread Francois Lord
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

2014-11-28 Thread Peter Agg
'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

2014-11-28 Thread Martin Chatterjee
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

2014-11-28 Thread Andi Farhall

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

2014-11-28 Thread Grahame Fuller
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

2014-11-28 Thread Andy Goehler
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

2014-11-27 Thread Mário Domingos
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

2014-11-27 Thread Sidi, Daniel
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

2014-11-27 Thread Simon Reeves
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

2014-11-27 Thread Andi Farhall
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

2014-11-27 Thread Sofronis Efstathiou
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, 
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Any views or opinions presented are solely those of the author and do not 
necessarily represent those of Bournemouth University or its subsidiary 
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subsidiary companies via email.


Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-27 Thread Shuting Chang
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

2014-11-27 Thread Shuting Chang
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

2014-11-27 Thread Sebastien Sterling
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

2014-11-27 Thread Manuel Huertas Marchena
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

2014-11-27 Thread Gerbrand Nel

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
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Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-27 Thread Martin Yara
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

2014-11-26 Thread Ivan Vasiljevic
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

2014-11-26 Thread Marco Peixoto
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

2014-11-26 Thread Gerbrand Nel
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

2014-11-26 Thread Javier Vega
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

2014-11-26 Thread Cristobal Infante
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

2014-11-26 Thread Cristobal Infante
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

2014-11-26 Thread adrian wyer
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

2014-11-26 Thread Peter Agg
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

2014-11-26 Thread adrian wyer
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

2014-11-26 Thread Sidi, Daniel
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

2014-11-26 Thread Sofronis Efstathiou
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

2014-11-26 Thread gareth bell
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

2014-11-26 Thread Sidi, Daniel
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

2014-11-26 Thread Luc-Eric Rousseau
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

2014-11-26 Thread Sidi, Daniel
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 
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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 
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Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-26 Thread Tim Crowson
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

2014-11-26 Thread Tim Crowson
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

2014-11-26 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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

2014-11-26 Thread Shuting Chang
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

2014-11-26 Thread Shuting Chang
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

2014-11-26 Thread Andy Goehler
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

2014-11-26 Thread Eugene Flormata
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

2014-11-26 Thread Sven Constable
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

2014-11-26 Thread Eric Thivierge
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

2014-11-26 Thread Francois Lord

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

2014-11-26 Thread Shuting Chang
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;

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attachment: winmail.dat

Re: Need your opinion to improve Maya Outliner/ Attribute Editor

2014-11-26 Thread Shuting Chang
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

2014-11-25 Thread Shuting Chang
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

2014-11-25 Thread Eric Thivierge
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

2014-11-25 Thread Gerbrand Nel

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

2014-11-25 Thread Sebastien Sterling
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

2014-11-25 Thread Sebastien Sterling
+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

2014-11-25 Thread Mirko Jankovic
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.