Right Click Extract Polygans with option to keep or Delete. I use this so much in so many ways.
On Fri, Mar 7, 2014 at 3:23 PM, Halim Negadi <[email protected]> wrote: > As for shapes, I've never felt good with soft workflow. A few years ago we > asked stargrav to develop us a soft version of BCS. It now works on both > platforms and I can't live without it: > http://www.stargrav.com/bcs.php > > > On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane < > [email protected]> wrote: > >> while a lot of those things can be worked around or simply written, the >> lack of a property and parameter entity in Maya will have you up walls. >> Attributes can only be owned by nodes, and the sort-of-quasi-workaround >> of character set will cuase early baldness in any person trying to use it. >> >> BTW, if you plan to use Maya go on the small annoying things site RIGHT >> NOW and start up-voting the Softimage sensitive issues (proxy params is >> there, as is the lack of some fundamental nodes etc.). >> >> >> On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman <[email protected]> wrote: >> >>> **Workgroups *(Maya's plugin manager..ugh what a mess) >>> **GATOR *(I've had Maya users nearly go into a seizure of disbelief >>> when I've shown them GATOR in the past) >>> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be >>> able to partition operations for freezing etc.) >>> **non-destructive adaption of modeling work through shapes weights etc.* >>> (when >>> a client wans a change....man this has been a lifesaver in Soft all these >>> years) >>> **non-layer approach to dealing with hierarchical inheritance of >>> visibility etc* (hide parent in Maya, the whole branch get >>> hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not >>> clean when temporarily hiding things while working) >>> **Delta referencing with internal and external aspects *(the ability to >>> spit aspects of internal and external referencing is amazingly powerful) >>> **Constraint Comp *(Maya, why you hide your offset after initial >>> constraint?!?!) >>> **Neutral pose *(I know that I'm going to get some flak for this one >>> and that buffer nulls...erm locators...work but Neutral pose when used >>> correctly is wonderful) >>> **Proxy Parameters* (so nice for the animators not to have to hunt and >>> peck like on Maya rigs) >>> **Pass & partition* (instead of the ridiculous render layers) >>> >>> ....I know that I'm missing a bunch, but that's a quick fire off the top >>> of my head. I am not looking forward to using it again. I spent 5 years >>> trying to embrace it and it was like cuddling with a porcupine back in the >>> stone ages. But I will have to deal with it once more. >>> >>> >>> >>> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu <[email protected]> wrote: >>> >>>> This is a possibility with Fabric Engine in the mix for super speed. >>>> Here's hoping. >>>> >>>> >>>> >>>> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado < >>>> [email protected]> wrote: >>>> >>>>> Why not to rename xsi.exe to maya.exe and change the starting screen? >>>>> that could be very easy implemented, and voila! all softimage tools and ui >>>>> in maya :))))) >>>>> >>>>> >>>>> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane < >>>>> [email protected]>: >>>>> >>>>> I think the core issue here isn't as much whether Maya can be patched >>>>>> or not, it surely can, the core is still functional and respectably open, >>>>>> if not without issues (and stability has been degrading compared to the >>>>>> past IME). >>>>>> >>>>>> The problem for a lot of people used to Soft is how much scavenging >>>>>> and patching they will HAVE TO do before they are even remotely close to >>>>>> having previous functionality. >>>>>> >>>>>> For the small scale Maya user, so leave us engineers and big shops >>>>>> out, having to scavenge for scripts and tools and hacking together >>>>>> horrible >>>>>> copy'n'paste MEL macros is part of the day to day routine, even for >>>>>> things >>>>>> such as opening more than one outliner. That's why it's perceived as >>>>>> inferior by a lot of Soft users. >>>>>> We can discuss potential all day, and there are certainly things I >>>>>> can do in Maya that Soft will simply not allow me to do, but in terms of >>>>>> OOTB experience it is pretty F'in disgraceful with all the missing bits. >>>>>> >>>>>> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to >>>>>> even be able to use it, along side a handful of shelves (Maya's layout is >>>>>> another disgrace that requires a lot of old school hacking) that you'll >>>>>> have to scavenge from all over the place. >>>>>> >>>>>> You also have to toe the line between what you can rely on and what >>>>>> you can't. >>>>>> Maya has a binary lock on versions, so any new major release, and in >>>>>> two recorded cases even the .5s, it breaks binary compatibility. >>>>>> Soft users take for granted that most C++ plugins and nodes written >>>>>> four years ago and never touched again will still work. There was some >>>>>> pretty major upset when for the first time a version or two ago some ICE >>>>>> fixes "broke" the majority of nodes into requiring recompilation. This is >>>>>> par for the course in Maya, compiled anything will NOT work on any major >>>>>> version other than the one it was compiled for. >>>>>> >>>>>> >>>>>> >>>>>> On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu <[email protected]>wrote: >>>>>> >>>>>>> I've always felt Maya's core performance has been relatively good >>>>>>> compared to others. It is incredibly extensible and can maintain some >>>>>>> really good performance. The problem that Maya has is having the >>>>>>> various >>>>>>> components exchange data between each other. Essentially, every node in >>>>>>> the scene is holding each other's hand always. These no easy way to >>>>>>> hold >>>>>>> up data to prevent all the nodes from updating when you make a change. >>>>>>> >>>>>>> It boils down to how cleanly you can implement these features. >>>>>>> There are some legacy things that could go, obviously some complete >>>>>>> reworks, but development for Maya is a lot more straight forward than >>>>>>> Softimage. >>>>>>> >>>>>>> My only gripe is that as you build tools for Maya, the plug-in >>>>>>> manager gets incredibly messy. Looks like a vomit of ideas over the >>>>>>> past >>>>>>> 10 years and no search function. And it kinda needs all this garbage to >>>>>>> function. >>>>>>> >>>>>>> House cleaning is definitely in order. >>>>>>> >>>>>>> -Lu >>>>>>> >>>>>>> >>>>> >>>> >>> >>> >>> -- >>> >>> >>> >>> >>> -=T=- >>> >> >> >> >> -- >> Our users will know fear and cower before our software! Ship it! Ship it >> and let them flee like the dogs they are! >> > > -- www.johnrichardsanchez.com

