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!
>>>>
>>>
>>>
>

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