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! >> > >

