It still looks absolute arse Luc-Eric, even if a lot less so than it did
before, and it generally handles arsedly too :p
The only thing it has in common with ICE (looks wise) is it has coloured
circles for ports, but handling population, context, connections, port
expansion and so on is still bad, it still doesn't edge scroll, text kerns
horribly, the distance/readability ratio and the ridiculous zooming don't
work, and dynamic attributes and aggregate ports handle like a cow on a
frozen lake.

It's leaps and bounds better than HS + CE though and I'm looking forward to
it looking and handling better again soon :) It also has some nifty things
missing in ICE.



On Thu, Sep 12, 2013 at 9:12 AM, Luc-Eric Rousseau <[email protected]>wrote:

> which version of Maya? it looks a lot like ICE in a dark theme in 2014
> Le 2013-09-11 18:53, "Octavian Ureche" <[email protected]> a écrit :
>
> 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] <
>> [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]> 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
>>
>


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