Fix the curve editor.. and working with spline keys.. O and l to break tangents length.. The maya implementation of working with handles is horrifying
Shift e to add remove and move keys Region tool for fcurves... On Mar 7, 2014 5:42 PM, "Jacob Gonzalez" <[email protected]> wrote: > 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 < > [email protected]> 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" <[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! >>>> >>> >>> >

