Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not....

;)  Just fueling the fire!




2014/1/8 Eric Thivierge <[email protected]>

> Just because I want to fuel the fire, I'll toss in that while the workflow
> in Maya is quite flawed out of the box, you can get to more internals of
> the scene graph and manipulate it than we have in Softimage.
>
>
> On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:
>
>> 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]
>> <mailto:[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]
>>     <mailto:[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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