True, too true...but I was a bit cheesed off to hear Maya touting it as a
new feature when Soft had it as a 3rd party tool before hand.


On Mon, Jan 6, 2014 at 5:48 PM, Eric Thivierge <[email protected]> wrote:

> All well and good but I'd prefer it to be built in and supported by the
> dev team. Less reliability on 3rd party to fix things when production needs
> a fix. (Yeah I know I'm one to talk about 3rd party tools...). Lots of
> these nice tools have been made by individuals who drop off the face of the
> earth or are too busy to support them.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Mon, Jan 6, 2014 at 6:41 PM, Eric Turman <[email protected]> wrote:
>
>> You mean like the one that inspired the Maya tool? ;)
>> http://www.youtube.com/watch?feature=player_embedded&v=f7bmBOcLjGg
>>
>> available at http://rray.de/xsi/  scroll to bottom and search for "Draw
>> Bones Inside Mesh"
>>
>>
>> On Mon, Jan 6, 2014 at 5:33 PM, Eric Thivierge <[email protected]>wrote:
>>
>>> I think different ways of calculating the influence is probably the
>>> highest hurdle right now. The default calculations get you a good starting
>>> point but there are the other heat map methods and another voxel based one
>>> I saw a vimeo video on that are going to get you much closer than our
>>> current option of the default influence calculations.
>>>
>>> Having the new feature in Maya to place bones in the middle of a volume
>>> I think would help a bit as well. Right now we're just stuck with creating
>>> a cluster, null > cluster constraint. Snap to null. Delete null and
>>> cluster. I find weight painting much better in Softimage than Maya. The
>>> weight editor is a really good feature that I think Maya should have
>>> (Admitting my ignorance on the topic if there is such editor and I've
>>> missed it, unlike some blog posters out there).
>>>
>>> --------------------------------------------
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind <[email protected]>wrote:
>>>
>>>> Let me narrow down the question to the specific task of applying an
>>>> envelope or weighting/re-weighting an envelope.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* [email protected] [mailto:
>>>> [email protected]] *On Behalf Of *Matt Lind
>>>> *Sent:* Monday, January 06, 2014 2:27 PM
>>>> *To:* [email protected]
>>>> *Subject:* RE: rigging in xsi vs maya
>>>>
>>>>
>>>>
>>>> Open question to anybody with significant experience in both Softimage
>>>> and maya.
>>>>
>>>>
>>>>
>>>> I have to address some envelope and rigging tools internally pretty
>>>> soon.  Having this discussion now is convenience for me.
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* [email protected] [
>>>> mailto:[email protected]<[email protected]>]
>>>> *On Behalf Of *Steven Caron
>>>> *Sent:* Monday, January 06, 2014 2:21 PM
>>>> *To:* [email protected]
>>>> *Subject:* Re: rigging in xsi vs maya
>>>>
>>>>
>>>>
>>>> are you asking me personally?
>>>>
>>>>
>>>>
>>>> i think some studios might favor the dependency graph structure of maya
>>>> for custom nodes and behaviors. they would choose that over the better
>>>> initially organized softimage environment which lacks some customization
>>>> options that maya has. a topic discussed to death already, maya's dominance
>>>> is because of timing (of their release years ago) and it's extensibility.
>>>>
>>>>
>>>>
>>>> s
>>>>
>>>>
>>>>
>>>> On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind <[email protected]>
>>>> wrote:
>>>>
>>>> So what does maya rigging tools have that Softimage doesn’t that makes
>>>> a significant difference at the end of the day?
>>>>
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


-- 




-=T=-

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