Nice list Alan,  some other neat features are the non-linear workflow (I see 
people really struggling in Maya with this) and also the 'shadow' display of 
rig elements is cool which works with nulls also, this saves you time and makes 
the scene lighter.



Manny Papamanos
Autodesk 3D Graphics Specialist : Softimage | MotionBuilder | Mudbox

From: [email protected] 
[mailto:[email protected]] On Behalf Of Jason S
Sent: Monday, January 21, 2013 10:49 AM
To: [email protected]
Subject: Re: Rigging resources

Also, although it might be a good thing for a transitionning rigger to to know 
the "pluginless" basics,
but still don't forget Gear!
http://gear.jeremiepasserin.com/videos.html


On 21/01/2013 9:58 AM, Alan Fregtman wrote:
also:
- get the ribbon spine out of your head -- there are far better ways to do a 
spine in Soft.
- you need not have UVs to save your weighting natively. :)
- IK comes "free" with any bonechain, you don't need to create an IK handle.
- there are no "disconnected nodes" floating in your scene, except possibly 
those in ICE or the rendertree. For example if you have something constrained 
to another, and delete the other, your constraint ops will disappear into the 
cosmos and not linger in your scene.
- always use "2D" bone chains in Soft. the 3D one is for very rare cases.
- Maya's "history" concept = Softimage's "operator stack"
- Maya's "UV sets" = Softimage's "texture projections" and Maya's "UV 
projection" = Soft's "texture subprojections"
- In Maya you have one history stack, in Softimage you do also BUT it's split 
to several sections, Modeling, Shape Modeling, Animation, Secondary Shape 
Animation and sometimes Simulation and Post-Simulation. This lets you do 
witchcraft like have a finished rig and modify your topology while having UVs, 
shapes, materials, clusters, weight (influence) maps, etc. cleanly adjust to it 
automagically. This feature will save your life.
- "Freeze" button will make all your operators permanent, and ruin your rig. 
"Freeze M(odeling)" will only freeze below the Modeling marker. As I recall, 
it's quite tricky in Maya to do the equivalent of a freezing of the topology 
modifiers you may have applied after the rig was done.
- Freeze Translation will reset your pivot to the parent's, or if no parent, 
the world center. In Maya's equivalent it keeps the pivot in place. To keep it 
in place, use Set Neutral Translation instead.
- You can't add more bones to an existing bonechain, or remove bones, without 
having to recreate it completely. (Annoying, I know.) You can always chain some 
chains together of course.
- Be aware that Neutral Pose is not the same as putting the object as a child 
of a parent in the same transformation. For example if you rotate a child and 
neutralposed, when you have animated it translating around and expect to adjust 
the position curves, for example posY, to actually go UP in the zeroed 
(neutralposed) orientation of your child, it won't, it will always be relative 
to the parent's transform regardless of what the neutral pose says. Also, FYI, 
neutralposes can be undone (Transform->Remove Neutral Pose).
- ICE is awesome for custom deformers and many, many things.

That's all for now.







On Mon, Jan 21, 2013 at 4:51 AM, Michal Doniec 
<[email protected]<mailto:[email protected]>> wrote:
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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