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=-

