Well Dave just said it.

And as I said before... maybe the guy who wrote the post in the blog that
didn't sign it properly was rigging a sphere and cylinder...

Some one that makes such statements and does not leave his name... or allow
to reply....




2014/1/8 Jordi Bares <[email protected]>

> 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]
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>
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