those screenshots are making my eyes bleed.... ;-)

Rob

\/-------------\/----------------\/

On 7-3-2014 21:23, Halim Negadi wrote:
As for shapes, I've never felt good with soft workflow. A few years ago we asked stargrav to develop us a soft version of BCS. It now works on both platforms and I can't live without it:
http://www.stargrav.com/bcs.php


On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane <[email protected] <mailto:[email protected]>> wrote:

    while a lot of those things can be worked around or simply
    written, the lack of a property and parameter entity in Maya will
    have you up walls.
    Attributes can only be owned by nodes, and the
    sort-of-quasi-workaround of character set will cuase early
    baldness in any person trying to use it.

    BTW, if you plan to use Maya go on the small annoying things site
    RIGHT NOW and start up-voting the Softimage sensitive issues
    (proxy params is there, as is the lack of some fundamental nodes
    etc.).


    On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman <[email protected]
    <mailto:[email protected]>> wrote:

        **Workgroups *(Maya's  plugin manager..ugh what a mess)
        **GATOR *(I've had Maya users nearly go into a seizure of
        disbelief when I've shown them GATOR in the past)
        **Stacks: Model, Shape, Animate, Secondary shape etc *(so
        useful to be able to partition operations for freezing etc.)
        **non-destructive adaption of modeling work through shapes
        weights etc.* (when a client wans a change....man this has
        been a lifesaver in Soft all these years)
        **non-layer approach to dealing with hierarchical inheritance
        of visibility etc* (hide parent in Maya, the whole branch get
        hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know
        layers...not clean when temporarily hiding things while working)
        **Delta referencing with internal and external aspects *(the
        ability to spit aspects of internal and external referencing
        is amazingly powerful)
        **Constraint Comp *(Maya, why you hide your offset after
        initial constraint?!?!)
        **Neutral pose *(I know that I'm going to get some flak for
        this one and that buffer nulls...erm locators...work but
        Neutral pose when used correctly is wonderful)
        **Proxy Parameters* (so nice for the animators not to have to
        hunt and peck like on Maya rigs)
        **Pass & partition* (instead of the ridiculous render layers)

        ....I know that I'm missing a bunch, but that's a quick fire
        off the top of my head. I am not looking forward to using it
        again. I spent 5 years trying to embrace it and it was like
        cuddling with a porcupine back in the stone ages. But I will
        have to deal with it once more.



        On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu
        <[email protected] <mailto:[email protected]>> wrote:

            This is a possibility with Fabric Engine in the mix for
            super speed.  Here's hoping.



            On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado
            <[email protected] <mailto:[email protected]>> wrote:

                Why not to rename xsi.exe to maya.exe and change the
                starting screen? that could be very easy implemented,
                and voila! all softimage tools and ui in maya :)))))


                2014-03-07 16:50 GMT-03:00 Raffaele Fragapane
                <[email protected]
                <mailto:[email protected]>>:

                    I think the core issue here isn't as much whether
                    Maya can be patched or not, it surely can, the
                    core is still functional and respectably open, if
                    not without issues (and stability has been
                    degrading compared to the past IME).

                    The problem for a lot of people used to Soft is
                    how much scavenging and patching they will HAVE TO
                    do before they are even remotely close to having
                    previous functionality.

                    For the small scale Maya user, so leave us
                    engineers and big shops out, having to scavenge
                    for scripts and tools and hacking together
                    horrible copy'n'paste MEL macros is part of the
                    day to day routine, even for things such as
                    opening more than one outliner. That's why it's
                    perceived as inferior by a lot of Soft users.
                    We can discuss potential all day, and there are
                    certainly things I can do in Maya that Soft will
                    simply not allow me to do, but in terms of OOTB
                    experience it is pretty F'in disgraceful with all
                    the missing bits.

                    Rabbit's Shapes plugin and ngSkinTools are bare
                    minimum additions to even be able to use it, along
                    side a handful of shelves (Maya's layout is
                    another disgrace that requires a lot of old school
                    hacking) that you'll have to scavenge from all
                    over the place.

                    You also have to toe the line between what you can
                    rely on and what you can't.
                    Maya has a binary lock on versions, so any new
                    major release, and in two recorded cases even the
                    .5s, it breaks binary compatibility.
                    Soft users take for granted that most C++ plugins
                    and nodes written four years ago and never touched
                    again will still work. There was some pretty major
                    upset when for the first time a version or two ago
                    some ICE fixes "broke" the majority of nodes into
                    requiring recompilation. This is par for the
                    course in Maya, compiled anything will NOT work on
                    any major version other than the one it was
                    compiled for.



                    On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu
                    <[email protected] <mailto:[email protected]>>
                    wrote:

                        I've always felt Maya's core performance has
                        been relatively good compared to others.  It
                        is incredibly extensible and can maintain some
                        really good performance.  The problem that
                        Maya has is having the various components
                        exchange data between each other.
                         Essentially, every node in the scene is
                        holding each other's hand always.  These no
                        easy way to hold up data to prevent all the
                        nodes from updating when you make a change.

                        It boils down to how cleanly you can implement
                        these features.  There are some legacy things
                        that could go, obviously some complete
                        reworks, but development for Maya is a lot
                        more straight forward than Softimage.

                        My only gripe is that as you build tools for
                        Maya, the plug-in manager gets incredibly
                        messy.  Looks like a vomit of ideas over the
                        past 10 years and no search function.  And it
                        kinda needs all this garbage to function.

                        House cleaning is definitely in order.

                        -Lu






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