"So far, there are stuffs we swear at alot.... (like the unability to
change attributes on multi selected objects at the same time)  What you
take as normal day to day operations in Softimage then fall into Maya, you
really understand you will miss something everyday. haha  And the list goes
up.  But there are also nice stuffs we find out. Every packages got it's
good and bad things."

Just for the record, since it's not too far off topic, that to me is
symptomatic of another issue I see with people migrating.
The assumption that things can't be done when they are just done
differently (better or worse can be argued depending on case), and a
resulting reduced productivity coming from fighting a new platform instead
of embracing it.

While I will be the first to tell you that "embracing" Maya will frequently
feel like hugging a giant llama turd, you won't get very far if you try and
steer it like you did Soft.
Where Soft has a greatly streamlined user experience relying on very few
contextual editors and many half-arsed ones that have been rotting on the
vines, Maya has a pleotra of dedicated workflows.

E.G.: If you want multi-edit you use the attribute spreadsheet. The
attribute editor and its constant autoswitching culling the channel box
coupled with its inability to contextualize is horrible, but on the other
hand where Soft's spreadsheet is barely a remnant of the SOFTIMAGE|3D days
the AttrSS is functional.

The notion that migrating from one software to another is just a matter of
finding the same levers that have been given different names is a horrible,
HORRIBLE populist notion in defense of the even more horrible argument of
old that Software doesn't matter.
Software does matter, and design philosophies differ massively. Don't try
to remap every little step of how you operate, it might be the path of
least resistance to learn a new software, but it will leave you crippled
and slow. Learn how the things differ fundamentally and use each one at
their best.

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