Actually I didn’t.

And I’m both agreeing and disagreeing with Alastair (and others), but I’ll 
happily concede that I could of rephrased things better. I’ve always been a 
better talker than writer.

From: John Richard Sanchez 
<[email protected]<mailto:[email protected]>>
Reply-To: 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Date: Wed, 19 Mar 2014 16:58:34 -0400
To: Andy Nicholas <[email protected]<mailto:[email protected]>>, 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Subject: Re: A confession

Graham totally missed the point to begin with.


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


>
>      > >      On 19 March 2014 15:26, Alastair Hearsum
>      > > <[email protected]<mailto:[email protected]> 
> <mailto:[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<http://www.johnrichardsanchez.com>

<<attachment: winmail.dat>>

Reply via email to