Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a "hot feature". We
all take it for granted all the time, but seriously it's one of the best
features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron <[email protected]> wrote:

> thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
> in maya is a PITA!
>
>
> On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher <
> [email protected]> wrote:
>
>>
>> I rigged on quite a few characters in Maya at Blue Sky Studios and now
>> (Softimage) AnimSchool. We offer the well-known "Malcolm" rig for free.
>>
>> There is no comparison to rigging in Softimage and Maya--not the kind of
>> rigging I do. I often assume by now they have better workflows in Maya, but
>> I'm often surprised to find how convoluted and limiting the workflows are
>> to this day. Most Maya people must not know there are better ways of
>> working or aren't doing the kinds of things I am, because the difference is
>> profound.
>>
>> -At any point in the rigging process, you can make edits in the model
>> stack to change the shape and topology of the model. After experimenting,
>> you can freeze that part of the stack and continue on with that new shape,
>> retaining almost every bit of work you've done.
>> YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
>> This difference is huge. You can work toward completion without fear of
>> losing work. You can experiment freely--knowing it's fine if you want to
>> make a major change. I'm never afraid of losing blendshape work.
>> And if the changes are really significant, you can always Gator you're
>> way out of a jam.
>>
>> -You can do blendshape edits directly on the geometry, modelessly,
>> instead of on a separate blendshape object.
>>
>> -There is no comparison with corrective blendshapes. In Softimage, you go
>> to Secondary Shape mode and drag a few points.
>> In Maya, I wish you luck. You can install one of several plug-ins and
>> scripts and HOPE that it works. If the scenario is simple enough, it might.
>> Several people here tried to help a student make a single corrective
>> blendshape on an elbow -- and we're all experienced Maya riggers. After
>> hours of attempting, we threw up our hands. There was something in that
>> object's history that was making the blendshape plug-in fail. The answer is
>> what it often is: just start over.
>> -EDITING corrective blendshapes. In Maya, heaven help you if you want to
>> edit that blendshape later. Start the process again and make a new one. In
>> Softimage, drag a few points and you're done in seconds.
>>
>> -For facial work, being able to make face shapes in conjunction with the
>> mixer, working directly on the main geo. To see other shapes muted, soloed
>> as you're working. This allows you to craft shapes that work for different
>> scenarios, with just the right falloff. You can make correctives for shape
>> combinations quickly. In face work, it's all about how the functions
>> combine to make the range of expressive results.
>>
>> -The envelope weighting is far superior. The smoothing is just better,
>> and more reliable. Negative weight painting actually works.
>> Being able to make sophisticated weighting allows you to make lighter
>> rigs, because fewer nodes and calculations are needed.
>> I can't believe someone actually compared Maya's Component Editor to
>> Softimage's Weight Editor. I'm stunned.
>> Sometimes, demoing Maya's envelope weighting, it just stops working for
>> no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
>> 1999.)
>>
>> -You can envelope/skin null objects, not just joints. (Yes, Maya will let
>> you add other objects as deformers but it is limiting and causes problems.)
>>
>> -The tweak tool. You can grab anywhere and it will just get the nearest
>> point/edge/poly and transform it precisely. Add the proportional editing
>> and it's very sculptural without giving up precise transform control. I far
>> prefer this workflow to the Zbrush approach geared toward paintstrokes.
>>
>> -In Softimage, you can change the wireframe on shaded opacity. You can
>> change the point sizes. These mean I can visualize and work with the shape,
>> not get visually stuck on the tech clutter like in Maya.
>>
>> -LinkWithOrientation. Does Maya have anything built-in yet? I know there
>> are pose readers out there, but they are slow and 3rd party.
>>
>> -The "smooth preview" Geometry Approximation is better, faster, and more
>> stable in Softimage.
>>
>> -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
>> would still much rather use off-the-shelf Softimage.
>>
>> -You can select controls without selecting (and highlighting) all its
>> children. This makes it easier to animate the rig -- just drag selecting
>> will get you the selectable controls. In Maya, drag-selecting gets a
>> mixture of heirarchy parts.
>>
>> All this means that I can focus on the ART, the shaping of the rig, not
>> jump through hoops all day.
>> As a result, our characters are more flexible and expressive.
>>
>>

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