Graham totally missed the point to begin with.

On Wed, Mar 19, 2014 at 4:22 PM, Andy Nicholas <[email protected]>wrote:

>  That's a great post Jason, and I think it sums up the differences between
> Maya
> and Soft incredibly well.
>
>
> I'm sorry Graham, but I'm with Alastair on this.
>
>
> A
>
>
>
>
> On 19 March 2014 at 19:54 Jason S <[email protected]> wrote:
>
>
> >
> >      > >      On 19 March 2014 15:26, Alastair Hearsum
> >      > > <[email protected] <mailto:[email protected]>
> >wrote:
> > >      Graham
> > >
> > >      Would I be wrong in rephrasing your sentence to be:
> > >      ".....Maya's UI and workflow is crap but not totally"
> > >      Alastair ___________
> > >
> > >  > Here is a notable (& comprehensive) post on rigging from David
> Gallagher
> > >  > in response to the super long and (seemingly purposefully) diluted
> > >  > article comparing SI / Maya rigging (concerning rigging workflow
> -alone-)
> > >  > weighing pro & cons, while overweighing pros, underweighing cons,
> and
> > >  > identifying things like the ability to use "locators" as rig
> components
> > >  > as a "con" So how long will it take to get there?
> >
> >      > >      David Gallagher
> > >
> > >
> > >      Jan 8
> > >
> > >
> > >
> > >
> > >
> > >
> > >      I rigged on quite a few characters in Maya at Blue Sky Studios
> and now
> > > (Softimage) AnimSchool.
> > >      We offer the well-known "Malcolm" rig for free.
> > >
> > >      There is no comparison to rigging in Softimage and Maya--not the
> kind
> > > of rigging I do.
> > >
> > >      I often assume by now they have better workflows in Maya,
> > >      but I'm often surprised to find how convoluted and limiting the
> > > workflows are to this day.
> > >
> > >      Most Maya people must not know there are better ways of working
> > >      or aren't doing the kinds of things I am, because the difference
> is
> > > profound.
> > >
> > >      - At any point in the rigging process, you can make edits in the
> model
> > > stack to change the shape and topology of the model.
> > >
> > >      After experimenting, you can freeze that part of the stack and
> continue
> > > on with that new shape,
> > >      retaining almost every bit of work you've done.
> > >
> > >      YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
> > >
> > >      This difference is huge. You can work toward completion without
> fear of
> > > losing work.
> > >
> > >      You can experiment freely--knowing it's fine if you want to make a
> > > major change.
> > >
> > >      I'm never afraid of losing blendshape work.
> > >
> > >      And if the changes are really significant, you can always Gator
> your
> > > way out of a jam.
> > >
> > >      - You can do blendshape edits directly on the geometry,
> modelessly,
> > > instead of on a separate blendshape object.
> > >
> > >      - There is no comparison with corrective blendshapes.
> > >      In Softimage, you go to Secondary Shape mode and drag a few
> points.
> > >      In Maya, I wish you luck. You can install one of several plug-ins
> and
> > > scripts and HOPE that it works.
> > >      If the scenario is simple enough, it might.
> > >
> > >
> > >      Several people here tried to help a student make a single
> corrective
> > > blendshape on an elbow
> > >       -- and we're all experienced Maya riggers--, after hours of
> > > attempting, we threw up our hands.
> > >
> > >      There was something in that object's history that was making the
> > > blendshape plug-in fail.
> > >      The answer is what it often is: just start over.
> > >
> > >      - EDITING corrective blendshapes.
> > >      In Maya, heaven help you if you want to edit that blendshape
> later.
> > >      Start the process again and make a new one.
> > >      In Softimage, drag a few points and you're done in seconds.
> > >
> > >      - For facial work, being able to make face shapes in conjunction
> with
> > > the mixer,
> > >      working directly on the main geo.
> > >
> > >      To see other shapes muted, soloed as you're working.
> > >
> > >      This allows you to craft shapes that work for different
> scenarios, with
> > > just the right falloff.
> > >
> > >      You can make correctives for shape combinations quickly.
> > >
> > >      In face work, it's all about how the functions combine to make the
> > > range of expressive results.
> > >
> > >      - The envelope weighting is far superior.
> > >
> > >      The smoothing is just better, and more reliable.
> > >
> > >      Negative weight painting actually works.
> > >
> > >      Being able to make sophisticated weighting allows you to make
> lighter
> > > rigs,
> > >      because fewer nodes and calculations are needed.
> > >
> > >      I can't believe someone actually compared Maya's Component Editor
> to
> > > Softimage's Weight Editor. I'm stunned.
> > >
> > >      Sometimes, demoing Maya's envelope weighting,
> > >      it just stops working for no reason -- I have no idea why.
> > >      (Mind you, I've been rigging in Maya since 1999.)
> > >
> > >      - You can envelope/skin null objects, not just joints.
> > >      (Yes, Maya will let you add other objects as deformers but it is
> > > limiting and causes problems.)
> > >
> > >      - The tweak tool.
> > >      You can grab anywhere and it will just get the nearest
> point/edge/poly
> > > and transform it precisely.
> > >      (1 baby step now solved in Maya)
> > >
> > >      Add the proportional editing and it's very sculptural without
> giving up
> > > precise transform control.
> > >      I far prefer this workflow to the Zbrush approach geared toward
> > > paintstrokes.
> > >
> > >      - In Softimage, you can change the wireframe on shaded opacity.
> > >      You can change the point sizes. These mean I can visualize and
> work
> > > with the shape,
> > >      not get visually stuck on the tech clutter like in Maya.
> > >
> > >      - LinkWithOrientation. Does Maya have anything built-in yet?
> > >      I know there are pose readers out there, but they are slow and 3rd
> > > party.
> > >
> > >      - The "smooth preview" Geometry Approximation is better, faster,
> and
> > > more stable in Softimage.
> > >
> > >      - Even with the army of tools and plug-ins we had at Blue Sky
> Studios,
> > >      I would still much rather use off-the-shelf Softimage.
> > >
> > >      - You can select controls without selecting (and highlighting)
> all its
> > > children.
> > >      This makes it easier to animate the rig -- just drag selecting
> will get
> > > you the selectable controls.
> > >
> > >      In Maya, drag-selecting gets a mixture of hierarchy parts.
> > >
> > >      All this means that I can focus on the ART, the shaping of the
> rig, not
> > > jump through hoops all day.
> > >      As a result, our characters are more flexible and expressive.
> > >
> > >  >
> >  .. how long will it take (??)
> >
>



-- 
www.johnrichardsanchez.com

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