Many things, but the most important for me:

1 - Partitions for the Render Layers
2-  ICE!
3-  The Render Tree - (I see they are making improvements on that) - The
hypershade is....
4-  Consistency overall - Maya is a very wild and disorganize software :)

J


On Fri, Mar 7, 2014 at 10:23 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> 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" <gustav...@gmail.com> 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 <
>> raffsxsil...@googlemail.com>:
>>
>>> 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 <ntmon...@gmail.com> 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 <
>>>> raffsxsil...@googlemail.com> 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 <emi...@e-roja.com>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 <ch...@polygonpusherinc.com>
>>>>>> :
>>>>>>
>>>>>> 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 <
>>>>>>> luceri...@gmail.com> 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 <soni...@gmail.com>
>>>>>>>> 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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