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in place of the outdated SI expression editor or ICE-Kinematics, where you 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>

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