Selling points for smaller shops has got to include being able to modify an enveloped mesh without losing your weights, uvs etc. And GATOR ;)
On 21 January 2013 09:58, Nick Angus <[email protected]> wrote: > 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]> > 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]> wrote:**** > > Thanks Brad!, I need some selling points…**** > > **** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Bradley Gabe > *Sent:* Monday, 21 January 2013 6:11 PM**** > > > *To:* [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]> > 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]> 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 **** > -- www.matinai.com

