Well, in xsi you can't even reconnect, or rename, or reorder a constraint.
WTF? :)

But yeah, utter lack of atomic primitives for properties of many kind is a
severe issue in Maya.
You can have them and paint them, mind, but always only one per (some)
nodes and it's opaque to the graph.

Wait till you find a Maya rig chokes on just a few dozen constraints if you
think lack of wmaps is bad :p
On 8 Mar 2014 09:14, "Gustavo Eggert Boehs" <[email protected]> wrote:

> Maya doesn't even have a real attribute map primitive
>
>
> seriously?! WTF!
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
>
> 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane <[email protected]
> >:
>
>> Clusters aren't really the key part to it, you do have equivalents in
>> Maya after all and they do work and allow for isolation.
>> The problem is XSI was the perfect storm for Shapes, some of its
>> qualities that are shortcomings in some regards (stack instead of open
>> nodes and so on) simply shone when it came to shapes.
>> Its propertyToObject approach, diametrically opposite to Maya's, can be a
>> pain in the arse some times, but it's so damn perfect for Shapes.
>> Its more atomic components and the whole user experience around it,
>> attribute maps, has always been top notch and catered for, building a slew
>> of versatile tools and UIs around it, Maya doesn't even have a real
>> attribute map primitive and only recently added blind data.
>>
>> Don't expect anything to even barely scratch the surface of what Soft
>> could do with shapes for years to come.
>>
>>
>> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu <[email protected]> wrote:
>>
>>> Perhaps this is one of the features we should have AD take a look at.
>>>  Though I think clusters is the foundation that allows shapes in Soft to be
>>> so powerful.  Are we still decapitating heads in 2014?
>>>
>>> -Lu
>>>
>>>
>>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>>> [email protected]> wrote:
>>>
>>>> Bear in mind when dealing with shape work in Maya, and this is in
>>>> general, that anything outside of Soft is primitive, half arsed, and
>>>> generally painful.
>>>> In those regards (shapes) Soft was and will probably always remain
>>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>>> difference between -anything- and Soft is a gaping chasm.
>>>>
>>>> I know of some very large, very prominent shops that are known to NOT
>>>> use Soft that picked it up solely for that at times.
>>>>
>>>>
>>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez <[email protected]>wrote:
>>>>
>>>>> Another one.
>>>>>
>>>>> That I don't need to specify the blendshape node if there is only one
>>>>> blend shape node in that object, while I have other objects with 
>>>>> blendshape
>>>>> nodes, each time I add a new blend shape to an object, if I have other
>>>>> objects with blendshapes nodes.  I need to specify to which blendshape 
>>>>> node
>>>>> I want to add, even if the object that I want to add the shape only has 
>>>>> one
>>>>> blendshape node.
>>>>>
>>>>> -------------------------------------------------------
>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>
>>>>>
>>>>> 2014-03-07 13:07 GMT-06:00 Chris Covelli <[email protected]>:
>>>>>
>>>>> I would be very happy to see Maya make their hypershade more like the
>>>>>> XSI rendertree.  The hypershade  feels like its "trying" to be node 
>>>>>> based,
>>>>>> but not quite getting it.  In XSI ou can see the ports and know instantly
>>>>>> how everything is connected, whereas the hypershade just has boxes with
>>>>>> lines between them.  Not very helpful if you ask me.
>>>>>>
>>>>>> Chris Covelli
>>>>>> http://www.polygonpusherinc.com/
>>>>>> http://exocortex.com/products/species
>>>>>> TurboSquid 
>>>>>> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>
>>>>>>
>>>>>>
>>>>>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
>>>>>> [email protected]> wrote:
>>>>>>
>>>>>>> no UI way to open two outliners, however there is a splitter bar at
>>>>>>> the bottom of the outliner that you can drag to get two outliner
>>>>>>> panes.
>>>>>>>
>>>>>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang <[email protected]>
>>>>>>> wrote:
>>>>>>> > Indeed there is:
>>>>>>> >
>>>>>>> > As MEL:
>>>>>>> >
>>>>>>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>>>>>>> >
>>>>>>> > This is because UI windows in Maya afaik are given specific names
>>>>>>> and you
>>>>>>> > cannot have two open 'viewports' which share the same name, so
>>>>>>> just create a
>>>>>>> > new one! And tear that off instead. And I agree, this should be
>>>>>>> part of the
>>>>>>> > default GUI, though right now I just save this to my shelf as a
>>>>>>> script and
>>>>>>> > increment the counter when I need a new one. :)
>>>>>>> >
>>>>>>> > Yours sincerely,
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>

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