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

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