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.
> 
> 

Reply via email to