Great analysis, thanks for putting the time to do it and share it with the 
community.

Jordi Bares
[email protected]

On 8 Jan 2014, at 19:45, 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.
> 
> 
> 
> On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
>> To be fair, I weighted a fair amount of characters in Maya over the years 
>> but I never experienced anything like that.
>> When exactly is this happening? The only hickup I ran into occasionally was 
>> when painting weights, and then undoing that operation, which in rare cases 
>> does what you describe, but I think they fixed that in version 2013 or 2014. 
>> I never locked the skin weights, workflow wise I always found that highly 
>> disruptive.
>> 
>> 
>> I was quite shocked to learn from riggers in my last job, that in maya you 
>> have to "lock all bones but the ones you want to weight to via small tick 
>> boxes" failure to do so aparently causing maya to through random influences 
>> around...
>> 
>> 
>> On 8 January 2014 02:22, Alan Fregtman <[email protected]> wrote:
>> Last time I had to use Maya I would use Crosswalk to transfer the skinned 
>> mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an 
>> exporter that saved out my weights in the "cometSaveWeights" format. Life 
>> saver!
>> 
>> 
>> 
>> On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron <[email protected]> wrote:
>> arg, figured it out.
>> 
>> import pymel.core as pm
>> pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
>> 
>> best UI ever!
>> 
>> 
>> On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron <[email protected]> wrote:
>> this thread is some what well timed... i am in maya right now. i need to get 
>> a mesh and its skin/envelope into softimage. i did not rig this object and i 
>> don't know enough about maya to try and understand it through inspection. in 
>> softimage i would select the mesh, then select the deformers from envelope, 
>> then key frame those objects and remove the constraints on them in mass with 
>> 'remove all constraints'
>> 
>> is NONE of that doable in maya? cause i am having a hell of a time figuring 
>> it out.
>> 
>> s
>> 
>> 
>> 
>> 
>> 
>> 
>> --
>> -------------------------------------------
>> Stefan Kubicek
>> -------------------------------------------
>> keyvis digital imagery
>> Alfred Feierfeilstraße 3
>> A-2380 Perchtoldsdorf bei Wien
>> Phone: +43/699/12614231
>> www.keyvis.at [email protected]
>> -- This email and its attachments are --
>> --confidential and for the recipient only--
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