Simple things like putting the shape node inside the transform node (a la 
Houdini) would be a help, the fact the transform and shape node of an object 
don't even have a visible connection is downright bizarre!

Simple exercise, make a poly sphere, open the node editor, duplicate sphere n 
times.  It gets very messy very fast, plus all the stuff Raf pointed out and 
then some...

N
________________________________
From: [email protected] 
[[email protected]] on behalf of Raffaele Fragapane 
[[email protected]]
Sent: 12 September 2013 09:31
To: [email protected]
Subject: Re: Article on Bifrost

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]<mailto:[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]<mailto:[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]<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<tel:%2B40%20732%20774%20313> (GMT+2)
 Animation & Visual Effects
          www.okto.ro<http://www.okto.ro>



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