I think it is a great addition to Maya, and was sorely needed. But it is just that, another 'addition' they never seem to be prepared to deprecate anything which makes for a very bloated system in my books.
Ergonomically it is pretty awful, it is a step in the right direction but when there are so many nicely done node based gui's out there it does feel very 'legacy'. Node trees can become messy very fast when you are dealing with many objects and connections, which is why in my opinion most ports should be hidden until required. Visually the node editor is very messy with just a few connections, so it only gets worse the more you add. N ________________________________ From: [email protected] [[email protected]] on behalf of Octavian Ureche [[email protected]] Sent: 12 September 2013 08:52 To: [email protected] Subject: Re: Article on Bifrost For me the problem is not in what it does. (which is everything that the hypergraph/hypershade did and more). When i first heard they were going to create a node editor i said hallelujah...because everyone got fed up using the connection editor for linking stuff. But whenever i stare at it (which is almost daily), it just screams ugly to me. Which is not something that i get with ice or vex for that matter. But it might just be my perception. I am completely aware of what it is and what it does, and i've been using it since it was introduced...i just never felt so at ease with it as i feel with ice. Like having a really powerful yet ugly looking car. I know it's meant to be used by td's and all that, and it doesn't need to look in any way. But when i look at ice, i see something that is both functional and easy on the eyes. Really well thought out visually. That's not something i can say about the current node editor. But i completely understand that for some it might not matter. Octavian On Thu, Sep 12, 2013 at 12:59 AM, [email protected]<mailto:[email protected]> <[email protected]<mailto:[email protected]>> wrote: Hey, I'm just doing the advanced rigging course here at anomalia (all in maya) and have learned how great the node editor is. If you want to make connections between objects it's (like you said eric) for the entire scene. So you can build all kind of expressions who live in the scene but not in an ice-operator on an object. Especially for all kind of rigging targets, is really cool to use this editor in place of the outdated SI expression editor or ICE-Kinematics, where you never now what drives what. I would love to see something similar in SI. Andreas > Eric Thivierge <[email protected]<mailto:[email protected]>> hat am > 11. September 2013 um 19:24 geschrieben: > > > I think it's an incorrect observation as the Node Editor (different > than Hypershade and the Hypergraph) allows you to pull in a lot if not > all of the nodes in the scene. Grab a polygon cube and plug it's Y > value into this other shader type stuff. It's a node editor for the > entire scene not just operators. Much more than ICE is now. > > On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] > wrote: > Or is that an incorrect observation? > -- Octavian Ureche +40 732 774 313 (GMT+2) Animation & Visual Effects www.okto.ro<http://www.okto.ro>

