son [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Get the Richard Hurre
: Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 13 January 2014 05:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Hey Angus. As Juhani pointed out earlier, I actually got Rich's course to get
me started. After that, it was just a matter of translating my knowledge
son [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Get the Richard Hurre
[sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
I've been doing quite a bit of rigging in Modo lately, and I have been very
surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice
*To:* softimage@listproc.autodesk.com
*Subject:* Re: rigging in xsi vs maya
I've been doing quite a bit of rigging in Modo lately, and I have been
very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to use, but
there are several requirement
@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Get the Richard Hurreys rigging master course
http://community.thefoundry.co.uk/store/riggingmastercourse/
Haven`t seen it myself but it should be ok.
On 11 January 2014 13:31, Angus Davidson
angus.david...@wits.ac.zamailto:angus.david
?
From: Juhani Karlsson [juhani.karls...@talvi.com]
Sent: 11 January 2014 02:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Get the Richard Hurreys rigging master course
http://community.thefoundry.co.uk/store/riggingmastercourse/
Haven`t seen it myself
That's all good points. However, all scanned meshes I've seen so far had such
irregular topology, holes (Concave areas like behind the ears or around the
neck behind collars and other clothing), and other errors (hair, beard, eyes)
that excessive
editing was required to make it look good, and
Hi Stefan,
you´re right about the initial quality of scan data.
I do a little bit of worst case editing here myself, cleaning up kinect scans
done with skanect and then trying to make them look nice in 3D coat voxel mode.
It is more of an academic scenario to suggest to rig such a highrez mesh
Autodesk is doing a lot of development in the area of 3D scan data handling.
If you look into what is going on in the area of topology data aquisition for
architecture, engineering and the military, there is a shift towards 3D
pointcloud
data which imho is compareable to what 2D tracking as a
I didn't read every posts so maybe my understanding is wrong but based in
last replies from Luc-Eric and Tim Leydecker, it sounds like point cloud
scanning is a rigging feature.
It is not, so lets return to the subject please :).
That illustrate well that it is much more easy to put money on new
Hey Guillaume,
go and skin/rig/wheight a raw 3D scan mesh directly to bones.
Look at what comes in terms of animation and skeleton recognition
in the xbox kinect sdk and the xbox one.
Cheers,
tim
On 09.01.2014 13:09, Guillaume Laforge wrote:
I didn't read every posts so maybe my
Why not a node based rigging system ? (not necessarily an ice node system)
but its own thing, you arrange your nulls, you add rig trees to them in a
small interface graph where you have nodes for different behaviours like
ik, fk, hik, twist, strech, you plug the nulls according to the hierarchy
go and skin/rig/wheight a raw 3D scan mesh directly to bones.
What would be a typical scenario for this? The point count is adjustable
(at the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't
it?
I agree to the rigging paradigm needing some
What would be a typical scenario for this? The point count is adjustable (at
the expense of detail),
but the topology will aways be a mess unless properly retopo-ed, wouldn't it?
That is what I meant to suggest when I wrote:
It is at hand that the more complex, raw 3D point cloud data will
Sebastian, look at ILM's Block Party 2 rigging system.
On 1/9/2014 7:53 AM, Sebastien Sterling wrote:
Why not a node based rigging system ? (not necessarily an ice node
system) but its own thing, you arrange your nulls, you add rig trees
to them in a small interface graph where you have nodes
Maybe we could rename constraints with ICE? Eat it Maya!
On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind ml...@carbinestudios.com wrote:
Butbut.buteverybody said ICE can do oh so much more. Say it
ain't so.
I've been doing quite a bit of rigging in Modo lately, and I have
been very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to use,
but there are several requirement that need to be met for a mesh to
be acceptable for heat
I posted this on the Softimage User Voice but I really really want to
try this Geodesic Voxel Binding:
https://vimeo.com/69268846
On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:
I've been doing quite a bit of rigging in Modo lately, and I have been
very surprised by its
I saw that video a while ago. I would expect to see this show up in
Maya sometime 'soon' (hopefully).'
On 09/01/2014 10:38 AM, Eric Thivierge
wrote:
I
posted this on the Softimage User Voice but I really really want
to try this Geodesic Voxel
This has been pretty much my only "um..." regarding ICE. It seems to
be like a (powerful) local black box that is related to one object.
I know that an ICE graph can actually get and set data to multiple
locations, but in some cases, one needs to jump through hoops (for
I absolutely hate this behavior in Maya. It's, frankly, ridiculous.
Maya's weighting tools are totally sub-par compared to any other 3d
application I've used (including Max). Why it is this way, I don't
know, but as a user, it's incredibly frustrating to have to focus on
Maya's component editor really sucks because of that lock thing. It really slow
my workflow so I usually deal with the export / import to SI and work there my
weighting.
But when I can, I skin my model in Maya before sending it to SI, because it has
a much better default weighting than SI and
if you do a lot of bipeds, and you have a base set of deformers with a good
naming convention. you can skin a generic biped mesh and use gator to
transfer the weights... never use default weighting again.
On Thu, Jan 9, 2014 at 11:32 AM, Martin furik...@gmail.com wrote:
Maya's component editor
I used the default weighting before a lot, but never again, neither Maya
nor Softimage. It is much faster to have a proper weighting using the
inside out method on both apps.
Wich in my case it is faster and more controlable in Softimage than in
Maya. Specially by using the weight editor in
looks interesting eric, but i can only find one page, kind of what i had in
mind but a little more abstract, i suppose it all depends how much of this
system is basically reusing elements in maya, and how much is its own
thing, e.g does it still use maya bones or does it have its own custom
We worked out the default weighting for Justin using the lowpoly 'slices'
of the mesh (we needed them anyway) and a bit of smoothing.
Simple stuff, but with 2 clicks (a simple script) we were able to get a
quite decent base to work on.
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez cesa...@gmail.com
We worked out the default weighting for Justin using the lowpoly 'slices'
of
there are many free rigs for maya and there are little free rigs for xi.
justice must prevail!
2014/1/10 Max Evgrafov summ...@gmail.com
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez
Looks like you really brought him through ! Is it identical to the maya
version ? at any rate i salute you sir !
On 10 January 2014 04:57, Sebastien Sterling
sebastien.sterl...@gmail.comwrote:
Lovely stuff Max !
On 10 January 2014 04:29, Max Evgrafov summ...@gmail.com wrote:
Hi guys. Now
Great! I love Norman.
On 1/9/2014 8:29 PM, Max Evgrafov wrote:
Hi guys. Now I adapt the Norman's rig for XSI
https://www.youtube.com/watch?v=fIUTkJcWPv8
https://www.youtube.com/watch?v=2nUTCBbQaYM
https://www.youtube.com/watch?v=pZajrQCVbLU
2014/1/10 Cesar Saez cesa...@gmail.com
In games we have different name conventions, bones count and structure,
model and unit size, character proportions, etc. so a base mesh is not very
useful outside that project. But of course I do use Gator and Maya's copy
weights to accelerate my character mass production when it is possible.
I
Insanity made acceptable... How is that possible?
Reminds me of a great book about software Dev called the inmates running the
asylum. Appropriate isn't it?
Jb
Sent from my iPhone
On 8 Jan 2014, at 06:54, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
Like mentioend couple times
To be fair, I weighted a fair amount of characters in Maya over the years but I never experienced anything like that.When exactly is this happening? The only hickup I ran into occasionally was when painting weights, and then undoing that operation, which in rare cases does what you describe, but
Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.
I didn´t try to export any rig controls, just a human rig.
It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems
One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a new
standard by now...) is the heat map algorithm. in theory, is this that
difficult to implement in Soft and Max ? apparently it was made by a bunch
of
I'm going to hold back on expressing how I really feel about it, and leave
it at: It's utter shit.
I read/reviewed that a while ago as I was requested to (helping with
training and cross training) and it's asinine and a plain display of
incompetence in both softwares and of extremely inefficient
I rigged on quite a few characters in Maya at Blue Sky Studios and now
(Softimage) AnimSchool. We offer the well-known Malcolm rig for free.
There is no comparison to rigging in Softimage and Maya--not the kind of
rigging I do. I often assume by now they have better workflows in Maya,
but
Dave that's a great summary, especially coming from someone with the proper
credentials in both packages. This should find it's way up the ladder at
AD.
On Wed, Jan 8, 2014 at 2:45 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
I rigged on quite a few characters in Maya at Blue
thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
in maya is a PITA!
On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
davegsoftimagel...@gmail.com wrote:
I rigged on quite a few characters in Maya at Blue Sky Studios and now
(Softimage) AnimSchool. We offer the
I just worked on a project in Maya that had some very complex facial rigs.
I was flabbergasted to learn that we couldn't do *ANYTHING* at the artist
level to make shape adjustments of even the most basic kind, until we got
the rigger/TD (the excellent Lee Wolland) back in to build us a tool that
Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)
The operator stack should be permanently on the box as a hot feature. We
all take it for granted all the time, but seriously it's one of the best
features in Soft.
On Wed, Jan 8, 2014 at
Great analysis, thanks for putting the time to do it and share it with the
community.
Jordi Bares
jordiba...@gmail.com
On 8 Jan 2014, at 19:45, David Gallagher davegsoftimagel...@gmail.com wrote:
I rigged on quite a few characters in Maya at Blue Sky Studios and now
(Softimage)
Well Dave just said it.
And as I said before... maybe the guy who wrote the post in the blog that
didn't sign it properly was rigging a sphere and cylinder...
Some one that makes such statements and does not leave his name... or allow
to reply
2014/1/8 Jordi Bares jordiba...@gmail.com
Just because I want to fuel the fire, I'll toss in that while the
workflow in Maya is quite flawed out of the box, you can get to more
internals of the scene graph and manipulate it than we have in
Softimage.
On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:
Bravo! Bravo!! :) I
@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Just because I want to fuel the fire, I'll toss in that while the workflow in
Maya is quite flawed out of the box, you can get to more internals of the scene
graph and manipulate it than we have in Softimage.
On Wednesday, January 08, 2014
Haha. Maybe because Maya needs it, so you can dig in there and get it
working properly. While in Softimage not
;) Just fueling the fire!
2014/1/8 Eric Thivierge ethivie...@hybride.com
Just because I want to fuel the fire, I'll toss in that while the workflow
in Maya is quite flawed
Yeah, ICE could do that if they keep pushing it... maybe? Though I
think it's pretty black boxed in terms of just having the high level
access to objects, not the underlying nodes.
A Node Editor like Maya plus exposing more of the internals in the
Scene Explorer would be something to look at
how many years ago was the BlueSky rigging experience and how much was it?
I remember seeing you as a Softimage fan since very early XSI - perhaps a
Softimage 3D user before that as well? I might be confusing you with
another user.
The topology updates in Softimage is its best and most unique
On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
how many years ago was the BlueSky rigging experience and how much was
it? I remember seeing you as a Softimage fan since very early XSI -
perhaps a Softimage 3D user before that as well? I might be
confusing you with another user.
The topology
Aren't you the guy who made the 3D Cat in the Hat animation I saw on the
ride at Universal Studios?
I also remember some training tutorial videos and a UV mapping tool. ;-)
I'm not sure, but as a casual outside observer this entire thread seems
like a trolling job. Nice to see Luc-Eric is still
On 1/8/2014 5:12 PM, Bradley Gabe wrote:
Aren't you the guy who made the 3D Cat in the Hat animation I saw on
the ride at Universal Studios?
I also remember some training tutorial videos and a UV mapping tool. ;-)
I'm not sure, but as a casual outside observer this entire thread
seems like a
On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
The topology updates in Softimage is its best and most unique feature, along
with render passes (property propagation). I think no other app will ever
have this.
That was incomprehensible; I meant (point clouds tools are necessary
also for ptex-based workflows)
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:
On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
On 1/8/2014 4:42 PM, Luc-Eric
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
In the new future ( not talking about autodesk here) I think
workflows will standards will be Gator-like tools to deal with topo
changes (point clouds tools as necessary also ptex-based workflows)
and katana-like
+1 David.G,(single tear)
Another beautiful feature of softimage, which must get taken for granted,
as i've never seen it brought up in comparison:
isn't it nice... to be able to hide components (poly's,islands)? just
select a group of faces and H its gone !!! but you get to keep the other
stuff
+1
2014/1/8 Sebastien Sterling sebastien.sterl...@gmail.com
+1 David.G,(single tear)
Another beautiful feature of softimage, which must get taken for granted,
as i've never seen it brought up in comparison:
isn't it nice... to be able to hide components (poly's,islands)? just
select a
:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Meng-Yang Lu
*Sent:* Monday, January 06, 2014 2:27 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: rigging in xsi vs maya
What does XSI users use for skin simulation these days? All
The advantage is a logistic and economic one as having a rigger doing the same
job in 3 times the time is easier to find and you can stack people up if
necessary.
Also the constant flow if students makes it cheaper (not true)
On this I have a lot to say...
Jb
Sent from my iPhone
Sorry
Jordi's past 3 emails. Awesome. +
On Tue, Jan 7, 2014 at 9:21 AM, Jordi Bares jordiba...@gmail.com wrote:
Following where I left it with my iPhone…
It is the perception that is cheaper that is the problem, I have proved
myself and the company I work for now that it is not the case,
-Original Message-
From: Luc-Eric Rousseau
... I have two side projects that need diaper changes.
Oooh, does your wife know? ;-)
Jordi, nailed it in last one especially.
But I was trying to explain something similar in one of the companies aI
was working for...
They had different approach, they bring in couple cheap juniors and keeps
them for couple months and then mostly they leave and company looks for
another team..
As a father to two young boys, one thing about having two kids in diapers
is it teaches you how to simplify your workflows ;)
Maybe the maya dev team needs more babies ;) Will bring a whole new
perception to the UI ;)
On 2014/01/07, 11:38 AM, pete...@skynet.be pete...@skynet.be wrote:
I don't find Maya and XSI that different when it comes to rigging. I have
cross trained juniors back and forth too many times to remember, all I had
to explain is that xsi chains are IK by default, most of the time they
don't have to bother with bone orientation and that simple pose based
Sorry but I strongly disagree.
Topic is a bit wide and all but software vs software is real deal not just
fan wars.
As one example.. character animation inside Max compared to ANY other
software...
Most of animators I know unless then don;t know anything else but max will
say big NO to character
Agreed, like an sculptor used different tools if is carving wood or working
with stone the truth is that it is not just a tool, specially when these tools
force you to do things in a certain way.
My guess is that anyone may find themselves at him after years of work on any
package, it is a
Sent: Monday, January 06, 2014
2:27 PM
To: softimage@listproc.autodesk.com
Subject: RE: rigging in xsi vs
maya
Love this one, Jordi :)
Morten
Den 7. januar 2014 kl. 10:21 skrev Jordi Bares jordiba...@gmail.com:
Following where I left it with my iPhone…
It is the perception that is cheaper that is the problem, I have proved
myself and the company I work for now that it is not the case, super-senior
this thread is some what well timed... i am in maya right now. i need to
get a mesh and its skin/envelope into softimage. i did not rig this object
and i don't know enough about maya to try and understand it through
inspection. in softimage i would select the mesh, then select the deformers
from
arg, figured it out.
import pymel.core as pm
pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
best UI ever!
On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:
this thread is some what well timed... i am in maya right now. i need to
get a mesh and its
Last time I had to use Maya I would use Crosswalk to transfer the skinned
mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
exporter that saved out my weights in the *cometSaveWeights* format. Life
saver!
On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com
I was quite shocked to learn from riggers in my last job, that in maya you
have to lock all bones but the ones you want to weight to via small tick
boxes failure to do so aparently causing maya to through random influences
around...
On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com
Yup, and that slider that was mentioned earlier is a booby trap that does
just that. Throws your weights around willy nilly. That's why there's a
ancient workflow of adding influence only and never subtracting.
-Lu
On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling
This is exactly what I am talking about of the weighing in Maya... I
forgot to check the lock at some point and... KABOOM
2014/1/7 Meng-Yang Lu ntmon...@gmail.com
Yup, and that slider that was mentioned earlier is a booby trap that does
just that. Throws your weights around willy
Like mentioend couple times before... working in Maya is like walking on
glass legs. Expect every time that everything will collapse under you ;)
On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez emi...@e-roja.com wrote:
This is exactly what I am talking about of the weighing in Maya... I
what do you guys think about this blog post:
http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
oh my god, get ready for every 'point' being argued.
On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
what do you guys think about this blog post:
http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
I saw that a long time ago (its from 2011) and was very upset when it
was sent around as it is obviously not done by someone who really
understands both systems. It's a shame it's even posted for public
consumption. I'm a hater on the general workflow clunkiness of Maya but
giving it a fair
It is so embarrassing to read I can't pass the third paragraph, but that is
what happens when you see someone that knows so little about one piece of
software and feels has the the authority to throw his opinion on the internet.
ahhh… now I am going to have to answer him.
Jordi Bares
Simon says.. What?? ;-)
Rob
\/-\/\/
On 6-1-2014 21:13, Steven Caron wrote:
oh my god, get ready for every 'point' being argued.
On Mon, Jan 6, 2014 at 12:10 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:
what do you guys think
i have only skimmed this but he has arbitrary decisions when to give one
app a 'point' and when to 'dock a point'.
he docks a point because he doesn't like the floating property pages then
adds a point later because he likes it (two explorers to drag and drop).
@luc-eric, please please don't
*The time that Maya saves with its rigging technology and superior
workflow, outweighs the additional cost.*
HAHAHAHAHAHAHHAHA
I saw this a long ago and not then not now it makes any sense at all..
On Mon, Jan 6, 2014 at 9:24 PM, Steven Caron car...@gmail.com wrote:
i have only skimmed this
What I find highly offensive is that the author left out any of their
qualifications or contact information...
I think it's Simon Payne.
you can read his bio at the bottom right here (scroll all the way down)
http://cmivfx.com/store/495-Creature+Creators+Handbook+Volume+01
i have only skimmed
, January 06, 2014 9:10 PM
To: softimage@listproc.autodesk.com
Subject: rigging in xsi vs maya
what do you guys think about this blog post:
http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html
Over the years I've stopped looking at rigging as just a collection of
joints, iks, and constraints. There's an overarching support toolset that
needs to be in place to manage rigs and animation data that needs to be
part of the equation too. From the maya side, I miss stuff like the Mixer
and
For flexibility and workflow, Maya wins the blendshape *point* by quite a
distance.
I call shenanigans. lol -- Last time I tried to make a corrective shape in
Maya *while in the same pose* using what's in the box, I wanted to shoot
myself in the foot.
On Mon, Jan 6, 2014 at 3:29 PM, Mirko
Last paragraph needs to be framed and hung on the wall. :P
On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote:
These days, I think rigging has gotten so sophisticated that the stuff
he's comparing only accounts for about 40 percent of the rigging
process. There's a hefty 70 percent
I would say 1% got discussed and very badly discussed.
Regarding rigging I remember once a very senior rigger throwing tons of cr@p in
the rig and I had to sit down and re-rig it in front of him and actually
_prove_ him you could do the same with just a tenth of the bones and controls.
The
it.
From: Eric Thivierge [ethivie...@hybride.com]
Sent: 06 January 2014 10:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
Last paragraph needs to be framed and hung on the wall. :P
On Monday, January 06, 2014 3:47:41 PM, Meng-Yang Lu wrote
Depends how many Animators I have to deal with... :P
On Monday, January 06, 2014 4:24:39 PM, Angus Davidson wrote:
Rigging has become such a specialized field that its both very scary for new
people , and I can only hope also very rewarding for those people who have the
dedication and drive
HAHAHAHAHA!
What a farce.
On 1/6/2014 1:46 PM, Alan Fregtman wrote:
For flexibility and workflow, Maya wins the blendshape *point* by
quite a distance.
I call shenanigans. lol -- Last time I tried to make a corrective
shape in Maya *while in the same pose* using what's in the box, I
That's funny. A few months ago, when I started rigging in Soft, I
was googling a lot of information and pestering this list (trying to
keep the hair loss to a minimum, you know...), and I landed on this
article. I read it through and through and thought some things were
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
of course everyone would do this, which is why it seems silly to attempt and
quantify it at all. i know i have bias and i know trained maya talent do too...
i love to squabble about this stuff in my work environment but it is half
, 2014 1:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
of course everyone would do this, which is why it seems silly to attempt and
quantify it at all. i know i have bias and i know trained maya talent do
too... i love to squabble about this stuff in my work
are you asking me personally?
i think some studios might favor the dependency graph structure of maya for
custom nodes and behaviors. they would choose that over the better
initially organized softimage environment which lacks some customization
options that maya has. a topic discussed to death
06, 2014 1:58 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: rigging in xsi vs maya
of course everyone would do this, which is why it seems silly to attempt
and quantify it at all. i know i have bias and i know trained maya talent
do too... i love to squabble about this stuff in my
...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Monday, January 06, 2014 2:21 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya
are you asking me personally?
i think some studios might favor the dependency graph structure of maya for
custom nodes and behaviors. they would
I found that the biggest problems in rigging are management issues:
listening and weighing input, absorbing unexpected changes gracefully, and
finding solutions that fit into a much larger pipeline over which you have
limited control. Rarely are you even in a position to dictate the software,
it's
Well.. I really hope that Fabric Engine will be our fixing solution.
I think both SI and Maya way of handling solvers/gizmos ect are bit sloppy
compaired to Fabric... n slow.. : )
On 7 January 2014 00:30, Ben Barker ben.bar...@gmail.com wrote:
I found that the biggest problems in rigging are
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