Thanks one and all, keep the gold coming!!

N

From: [email protected] 
[mailto:[email protected]] On Behalf Of Michal Doniec
Sent: Monday, 21 January 2013 7:52 PM
To: softimage
Subject: Re: Rigging resources

I've trained many people back and forth, doesn't take long if a person is open 
minded. Most people do't want to go back to Maya after a while too :)
 Main differences to point out:
- Softimage joints have no orientation in Maya sense
- anything can be enveloped
- pose deformers are built in
- FK chains are usually built from nulls
- explain how referencing and models work
- show them synoptic and animation mixer (export/import animation/pose)
Other than that (and probably a few other things I forgot), it's the same as in 
maya. Personally I tend to go back and forth and most techniques apply to both 
packages.

On 21 January 2013 09:30, Enrique Caballero 
<[email protected]<mailto:[email protected]>> wrote:
I recently trained someone during their transition. And basically, there are no 
useful tutorials that I could find.  The thing is though, once she gets her 
head around some of the simple differences between Maya and Soft, it shouldn't 
be that painful of a transition.

This is the path that I took recently.

The first mistake she will make is that she will start enveloping everything to 
bones.

So let her know that we usually only use Bones if we need IK and introduce her 
to Nulls and how to use the neutral pose for rigging etc.

Then she will need to learn the curve deform and what happens when you deform a 
curve with another curve.

A quick explanation about quaternions will be very helpful

And then the Pose constraint, and how it works with constraint compensation.

But if you want her to be enthusiastic about the process. Start with the 
strengths, show her ICE and the power that is at her disposal, and how easy it 
is to link parameters with expressions.  Once she gets motivated by that stuff 
the rest should go fairly easily.



On Mon, Jan 21, 2013 at 4:24 PM, Nick Angus 
<[email protected]<mailto:[email protected]>> wrote:
Thanks Brad!, I need some selling points…

From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Bradley Gabe
Sent: Monday, 21 January 2013 6:11 PM

To: [email protected]<mailto:[email protected]>
Subject: Re: Rigging resources

Funny, I had the opposite experience not long ago when I convinced a Maya 
rigger who was transitioning into Soft that he could build his hierarchy 
branches based on whatever made the most sense as opposed to building them 
around all or nothing visibility or branch selection. He found it quite 
liberating.


On Mon, Jan 21, 2013 at 1:48 AM, Chris Gardner 
<[email protected]<mailto:[email protected]>> wrote:

i had an otherwise very chilled and genteel friend of mine nearly hurl a chair 
through the wall because she couldn't understand why soft didn't *just work 
like maya*. scary, yet amusing.

an open mind is essential if you're transitioning software packages...

cheers,
chrisg

On 21 January 2013 17:30, Sandy Sutherland 
<[email protected]<mailto:[email protected]>> 
wrote:
BUT it is likely to be a different method and if they get stuck in the 'I would 
do it THIS way in Maya' rut, then they start to blame and hate the Software






--
----------
Michal
http://uk.linkedin.com/in/mdoniec

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