On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
how many years ago was the BlueSky rigging experience and how much was it? I remember seeing you as a Softimage fan since very early XSI - perhaps a Softimage 3D user before that as well? I might be confusing you with another user.

The topology updates in Softimage is its best and most unique feature, along with render passes (property propagation). I think no other app will ever have this. There are architecture overhead and performance issue associated with that, though. can't talk about animation without talking about performance, and referencing.

Oh, I hope you're wrong and whatever product comes out of the marriage of Maya/Softimage/Max has that!

Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a few films, then animated, then oversaw the rigs from the animation side.

Yes, I used Softimage 3D as well.



Le mercredi 8 janvier 2014, David Gallagher a écrit :


    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.
    Ith

    -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'


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