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! >>> >> >>