Hi Brent,

Thanks for your detailed explanation.

from a SI user POV yeah that isn't very impressive, but being a partial
Maya user, that sounds pretty cool. Not enough to make me want to model in
Maya but I may not need to move back to SI when tweaking models for a Maya
based project.

BTW, One of the model tools I miss in Maya is the old SI Move Tool with
Magnet. Moving edge loops almost without affecting the object form is
something I can't live without. I remember how excited I was when learned
MMB + drag + Magnet to move edge loops. I couldn't stop moving edges :D

Is there anything close to that in Maya? If not, you should add it.

Martin




On Thu, Mar 20, 2014 at 12:07 AM, Brent McPherson <
[email protected]> wrote:

> Hi Martin,
>
> Since I work on modeling I can comment directly on the NEX integration in
> 2015 and how modeling toolkit features have made their way into the native
> Maya selection tool. (as the other bigger features are covered in the
> what's new videos)
>
> Maya's native selection tool now has lazy preselection highlighting just
> like NEX that selects the closest component on the poly under the cursor.
> (like Soft's tweak tool) Sub-pixel picking precision no longer required.
> ;-) It also respects the highlight backfacing toggle in the modeling
> toolkit panel and is smart enough to ignore occluded components in shaded
> mode etc.
>
> We have also revamped the Drag (Tab key) and Tweak (` backtick key) modes
> in Maya's select tool. Drag is a raycast selection mode that you activate
> by holding Tab and again makes use of lazy preselection. So just hold Tab
> and raycast away from your current selection tool. If you start dragging on
> an unselected component the tool adds to the selection but if you start on
> a selected component it removes so no need for keyboard modifier
> calisthenics!
>
> Tweak (` backtick key) is a quick (manip-free) way of adjusting components
> (like the *old* Soft move tool) and has a nice big tolerance when outside
> the object so it can be used to tweak components on the silhouette of your
> mesh. Maya's "multi" selection mode (RMB menu) is also a nice way to work
> with points/edges/polys without switching selection modes.
>
> Speaking of RMB menus in Maya you can activate RMB radial menu items by
> RMB dragging quickly - so a RMB-left-swipe will put you in vertex mode
> without displaying the menu.
>
> Maya's loop selection has also been updated to the same level of
> functionality in NEX/Soft so you can make ring or partial loop selections
> by clicking an edge and the shift-double-clicking another edge in the
> loop/ring. (so for those familiar with Maya you don't need to switch to the
> special purpose ring selection tool anymore)
>
> Symmetry in Maya has been completely re-written and integrated between
> Maya and NEX. When symmetry is enabled your selections are fully
> symmetrical so most non-interactive modeling ops will basically work in
> 2015. It also supports NEX's topological symmetry which works off the mesh
> topology and can work on a posed/deformed character as long as the mesh is
> symmetrical.
>
> Maya and NEX soft selection settings have also been unified in 2015. In
> this instance we went with the Maya tech because it has some really nice
> features. You tap B to toggle soft select or hold B and LMB drag to adjust
> soft select. My favorite feature here is how the current weights are locked
> until you change your selection so you can tweak the same selection
> multiple times without having your soft selection recalculated each time
> you release the mouse. Undo also restores your soft selection weights which
> is a nice added touch. (Unfortunately the NEX tools don't have this weight
> preserving feature though they use same soft-select falloff settings in
> 2015)
>
> Anyway those are just a few of the ways we have started to integrate NEX
> into Maya in 2015. Maybe it doesn't sound that impressive to Soft users but
> we are making progress.
> --
> Brent
>
>

Reply via email to