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