all in all really Maya can only dream to be SI's very very little sister
.....
Under all that fancy viewport and marketing crap it is deeply troubled
piece of...


On Sat, Mar 8, 2014 at 5:43 AM, Adam Sale <[email protected]> wrote:

> 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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