(sneaks in)

   And speaking of constrains.   To constrain to a point on a mesh in
   Maya, you need to have UV's!!!!!  and watch out.  If you constrain
   to a point that in the UV is in two different coordinates... ciao...
   BTW if you need to constraint to a point on a mesh in Maya, you can
   use clusters without the mesh needing to have UVs.


http://www.terencejacobson.com/hyperRealMeshParent.mel

That script is an example, really nice for getting things like the 'doritos' effect in Maya without doing too much under-the-hood stuff. However if you do not require the clusters to deform in parallel with other deformers (skinClusters, blendshapes what have you) then the relative attribute in the cluster should allow for most types of object-to-point-on-mesh constraints. And yes, the default point-to-poly constraint is rubbish. :P

As far as transferrring UVs go...did the Transfer Attributes tool not work out? I know it's not really as flexible as GATOR, but usually for 99% of cases where topology is identical it should work out fine. However I use Diamant Tools regularly when I need to project details/UVs from mesh to mesh where the topology isn't the same for whatever reason.

Hopefully that helps out if you need to tackle these specific problems again!

(sneaks out)

Yours sincerely,
Siew Yi Liang

On 2/13/2014 8:15 PM, Emilio Hernandez wrote:
Sorry to jump into this masters discution, but don't we have PyQT in Softimage also?

And now that Luc-Eric jumped in...

Ok, Maya is more customizable, and better for Devs to integrate it into a pipeline and bla, bla, bla. Because out of the box sorry but... pffff....

I am a novel in Maya and I am using it because I need to, not because I am convinced of using it. And the more I use it, the more I love Softimage.

I couldn't find a way to transfer a simple UV from one mesh to another. So I went and dug into Creative Crash to find a script...

A script for this, a script for that. The only thing I want to thank Maya is that I started scripting again... Thank god I have two monitors to have the script editor open with I don't know how many tabs. Or why not. I can have a lot of buttons clogging more my workspace with nice Maya icons. I don't have time to start getting "creative" to draw an icon for each additional script I write to do a simple task...

And speaking of constrains. To constrain to a point on a mesh in Maya, you need to have UV's!!!!! and watch out. If you constrain to a point that in the UV is in two different coordinates... ciao...

So yes maybe when you have an army of Devs scripting and scripting. You can have awsome custom tools...

But when you have a small studio or you are freelance, for me Maya is "no go".

So instead of spreading the word on how "good is Maya" compared to "Softimage" to try to convince us to switch platforms, because Maya is "more customizable". We want a descent upgrade of Softimage. Not only a "super camera switcher".

What is the fear of Autodesk?

That if you guys start making real improvements on Softimage the Maya "industry standard" farce will fall?

Sorry but I am really pissed off of how Autodesk is handling Softimage. The best thing you can do is put it on sale so that people who really cares, will take Softimage to the next level instead of burying it in Asia.

But this will hardly happen. Softimage in some other hands will be a very strong contender to Maya





















2014-02-13 20:49 GMT-06:00 Guillaume Laforge <[email protected] <mailto:[email protected]>>:

    Btw, would love to see how to build such asteroid belt in Modo ;)


    On Thu, Feb 13, 2014 at 9:47 PM, Matt Lind
    <[email protected] <mailto:[email protected]>> wrote:

        Below:


        -----Original Message-----
        From: [email protected]
        <mailto:[email protected]>
        [mailto:[email protected]
        <mailto:[email protected]>] On Behalf Of
        Luc-Eric Rousseau
        Sent: Thursday, February 13, 2014 5:26 PM
        To: [email protected]
        <mailto:[email protected]>
        Subject: Re: Survey - how would you do this?

        On Thu, Feb 13, 2014 at 6:16 PM, Matt Lind
        <[email protected] <mailto:[email protected]>>
        wrote:
        >>>   Allows us to define our own primitives, data structures,
        and treats those data structures as first class citizens in
        the API.

        >yeah, with only experience with Softimage's SDK one might
        think that's
        >something special.   But it's a common thing to do with Maya.

        [Matt]
        I was paraphrasing a comment made by one of our engineers.
         Although I have run into the issue myself more than once.


        >sure, Fabric requires no work at all to make it usable for
        artist..
        >it's magical. (Does not really answer the questions about
        your uv editing, retopology, and reduction  problems, though)

        [Matt]
        Never claimed it did.  Only said it's closer in paradigm to
        what we need, and it still needs to mature for us to give it a
        serious look.  What it does offer is the ability to take
        control of the situation and develop what we need without
        re-inventing the wheel from scratch every time.



        >About authoring stuff that would not be obviously better
        authored directly in the game engine:
        >there are a lot of custom authoring tools out there where the
        tool is actually the Maya running in library mode.
        >You have no way of knowing this if all you see is a video of
        it on the >web, the maya UI is not there at all,
        >it looks like it was a custom tool written from scratch.
         Maya in library mode takes no licenses.  All of this is simply
        > inconceivable from a Softimage point of view, and it was a
        factor in getting kicked out of the bigger places.

        [Matt]
        The point of editing in the game engine is changes to the
        engine are immediately available to the artist creating
        content.  What they see is what they get, and with real time
        feedback.  A large portion of any artists' day is spent
        waiting for files to export from the DCC and collate into the
        engine.  In some cases many minutes per export/collate. That
        is not iteration friendly and problematic for engineers as
they have another set of code to maintain and keep in sync. Having a Maya backend in library mode doesn't solve this problem.

        One problem we continually face is the ability to see an asset
        in the context of the game with proper lighting, fx, and other
        game specific data in the authoring stages.  An artist needs
        to see how a reflective surface will look in a particular zone
        of a world.  You cannot easily replicate that in a commercial
        DCC.  Likewise, it's not simple to recreate the DCC's editing
        power for creating raw assets.  The process of moving towards
        the engine has to start somewhere.  Right now many games have
        level editors, texture paging editors, and so on.  Those tools
        need to come together and start incorporating raw 3D data into
        the mix where it can be more easily edited.  That's the next
        generation of tools. Most engines already define how animation
        works and exposing transform manipulators and FCurve editors
        wouldn't be too much of a stretch beyond what's already in the
        system (in comparison to doing the same for modeling,
        texturing, etc...).  The DCC shouldn't be dismissed, but the
        commercial vendors have to stop working like a cable company
        and forcing customers to choose off their menus to get any
        signal at all.

        >There are other stuff at Autodesk that is moving away from
        putting everything directly in the DCC when
        >it makes sense.  For example, shaderfx is a realtime shader
        editor that runs also out of Maya.
        >The Bifrost and xgen engines are also separate from Maya.

        [Matt]
        Does not apply to our situation.  Make sense for small to mid
        sized studios that work with commercial engines where they're
        limited in what they can modify.  Commercial tools tend to
        develop towards a spec, and is only useful for consumers of
        the spec.  Once you move out of the spec, the tool is less
        useful because it cannot always accommodate.  We built our
        engine from scratch and in some cases don't follow the same
        standards as the rest of the industry because we needed to do
        certain things more efficiently whether it be how we pack data
        or crunch the numbers.



        Matt




Reply via email to