Exactly right Josh. Jordi Bares [email protected]
On 14 Mar 2014, at 04:57, joshxsi <[email protected]> wrote: > This is the Maya experience at its fullest, "Oh you can't do it like that, > here's a script that solves the problem". > > > On Fri, Mar 14, 2014 at 2:59 PM, Siew Yi Liang <[email protected]> wrote: > Hello: > > Just wanted to offer, since the attribute speadsheet doesn't cover all > parameters, only ones that are actually available via the channel box, > knowing some quick maya commands (setAtttr) will help massively here: > > import pymel.core as pm > > attr = raw_input('Enter attribute you want to set!') > val = raw_input('Enter value it needs to be set at!') > > for i in pm.ls(sl=True): > > pm.setAttr(i+'.'+attr, float(val) ) > > I have this saved out on my shelf, really handy for working with lights/bones > especially since they have so many parameters that can't be seen via the > channel box without exposing them manually. > > HTH in some small way! :D > > Yours sincerely, > Siew Yi Liang > On 3/13/2014 6:44 PM, Raffaele Fragapane wrote: >> "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. > >

