+ 1

On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fragapane <
[email protected]> wrote:

> Sorry Luce-Eric, I have to disagree with this, and I find your examples
> defeat your own argument.
> I have had years to develop muscle memory in Maya, and I'm comfortable
> nearly anywhere in the software, at least everywhere I might need to be,
> and it's still very frequently an uphill struggle.
>
> Maya is hugely inconsistent, especially in the views you mention, compared
> to Softimage.
> You can get to decent operational speed in Maya, but a double digit number
> of years in I still have to write a script for something at least once a
> week... when it can be written at all.
>
> The main problem is twofold. The first part is that Maya absolutely
> requires you become a power user with an intimate understanding of the
> choices and modes of operation to be fluid when working. There is no hints
> to shortcuts, the shortcut editor is a mess, A LOT of absolutely key day
> one stuff is simply not available in the interface (if you don't watch a
> tutorial you will never find you need insert and x,c,v on a constant
> basis), and in general it actively discourages exploration by being
> punishing of any single mistake.
> Comparatively speaking Soft is a lot more in your face and immediate. Even
> if you don't know the software you can usually bumble your way around into
> finding what you need and first develop knowledge of what's available, and
> then developing muscle memory through simple repetition.
>
> The second part is developing muscle memory itself.
> You're a UI guy, I'm sure you've read your literature on user experience,
> learning patterns, conditioning and so on.
> XSI will generally confront you with about four or five key interaction
> models, and it hardly ever excepts them. Everything is a sticky key, every
> menu unfolds and works the same way, every panel toggles and offers options
> the same way and has functionality aggregated nearby that is generally
> understandable and correlated by similar rules.
> Conversely, Maya requires constant exceptions to learning.
> Altering interaction, which should all be part of the same learning group,
> is inconsistent. Some modifiers are sticky. Snapping is semi-sticky, as in
> it sticks only if you enter snapping before you draw/drag, whereas some
> things are completely non sticky, such as moving a pivot.
> Menus are generally click through, unless you access them from the hotbox,
> in which case they are, uselessly, hold-to-traverse.
>
> I could write you a long list, but my point is that while I do find people
> being excessively contrary and biased, but can't blame them for it given
> the situation, lets not pretend Maya's user experience is comparable but
> different: it simply isn't, and there's work to do. Hopefully H-Maya will
> go part or all the way to address it, but there are some very, very
> fundamental issues that worked their way backwards into the actual
> functional guts of Maya coming from its extremely poor, inconsistent,
> frustratingly fragmented and arbitrary interaction model.
>
> The GUI itself is probably not even worth discussing in depth. I mean, no
> arbitrary viewport arrangement after 16 years? F'in Seriously? And if you
> want me to use the stupid buttons on the left you're not even providing one
> with the left view vertical and a horizontal split on the right? Only the
> opposite. Come on, Luc, get on it and fix that shit already :p You did
> infinitely better work than this on XSI, bring it to Maya if you want
> people to use and don't be dismissive of people's opinions by saying you
> can only compare power-user experiences (beside the fact a Soft Power User
> will run circles around a Maya one in nearly any task when it comes to
> interaction).
>
>
>
> On Thu, Mar 20, 2014 at 1:45 AM, Luc-Eric Rousseau <[email protected]>wrote:
>
>> None of these products are for newbies; we spent years learning
>> Softimage. Sounds like you wanted to edit a history node, doing a
>> procedural modification. You'd open the node editor or try the input
>> section of the channel box. This is a first days stuff. We would probably
>> not have had a render tree in XSI if we had focused on simplicity over
>> power. And certainly not Ice. God you have to guess node name and search
>> for them, are you kidding me. Even with classic simulation it's not always
>> obvious to know what to select and when to call menu. There is all sort of
>> stuff we just learn - the measure of usability is how well you can do more
>> complex stuff once you know the basics
>>
>>


-- 
www.johnrichardsanchez.com

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