>You have both G and Y, but it's one tool, two if they end up in different buffers, in Soft if you have four or five things you're doing in a sequence you can literally middle click your way through a lot >of stuff. >It's not uncommon for operations that are equivalent in both apps to take three or four times the clicks in Maya.
Very true. On Thu, Mar 20, 2014 at 5:34 AM, Raffaele Fragapane < [email protected]> wrote: > Heat Mapping didn't get a lot of use because it generally sucked, and > yeah, Maya skinning sucks, though it's more crappy and counter-intuitive > than unpredictable if you know how it works (it's not terribly buggy, just > downright crap). > > Getting decent initial weights isn't something to throw away completely, > but yeah, it's a need that didn't need addressing anywhere as much as the > skinning data and tools need addressing, not by a long shot. > > Soft's skinning has always been best of breed by an incredibly long shot, > which paints a stark picture since it's not exactly mind blowing, just the > rest out there is utter crap. > > It is a lot easier to put something like the new geodesic skin gen in than > it is to revamp an entire subsystem that will need a re-do from scratch all > the way down to the way it saves and interprets data I guess. > > > On Thu, Mar 20, 2014 at 3:25 PM, Sebastien Sterling < > [email protected]> wrote: > >> What makes me laugh it the continued addition of new skinning solvers, >> without focusing on the main issue, the skinning tools themselves. >> >> Most riggers i've met using Maya Don't use heat mapping, they prefer to >> paint it all from scratch, cause they know that Maya's weight painting >> workflow is so unpredictable, it isn't worth initiating a workflow with a >> fancy new solver. >> >> Ironically we modellers got a lot more use out of it for fast previews >> and presentations, but we had to get a Rigger to script several bipases in >> order for it to be functional. >> >> >> On 20 March 2014 03:58, Manuel Huertas Marchena <[email protected]>wrote: >> >>> "Ohh you really don't have to worry. Maya has a single state of the art >>> button solution! >>> >>> Send to Softimage ->" >>> >>> ..ahahaha!!! that was good mate. >>> >>> >>> >>> >>> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio >>> <http://envmanu.com> <http://envmanu.carbonmade.com/>| >>> Vimeo<http://vimeo.com/manuelhuertasmarchena>| >>> Linkedin <http://www.linkedin.com/in/manuelhuertas> >>> >>> >>> ------------------------------ >>> Subject: Re: A confession >>> From: [email protected] >>> Date: Thu, 20 Mar 2014 12:25:08 +0900 >>> To: [email protected] >>> >>> >>> And you have both repeat (unmapped) and middle click repeat in SI. >>> >>> Martin >>> Sent from my iPhone >>> >>> On 2014/03/20, at 12:19, Raffaele Fragapane <[email protected]> >>> wrote: >>> >>> You have both G and Y, but it's one tool, two if they end up in >>> different buffers, in Soft if you have four or five things you're doing in >>> a sequence you can literally middle click your way through a lot of stuff. >>> It's not uncommon for operations that are equivalent in both apps to >>> take three or four times the clicks in Maya. >>> >>> >>> On Thu, Mar 20, 2014 at 2:12 PM, Ognjen Vukovic <[email protected]>wrote: >>> >>> If i recall correctly , the "g" key is a repeat last tool shortcut. Not >>> the same but its something. >>> >>> >>> On Thu, Mar 20, 2014 at 3:54 AM, Raffaele Fragapane < >>> [email protected]> wrote: >>> >>> No, but if you think that's the worst wait until you see how selection >>> highlighting and hierarchies are treated :p >>> >>> Middle mouse button in Maya is largely a non-ui thing and has impactful >>> effects. Connecting things, changing the hierarchy in the outliner and so >>> on. It's not a bad use for it actually, drag'n'drop hierarchies in the >>> explorer are quick but I have on occasion cursed the feature (left click >>> scrolling on the other hand is unacceptably missing in Maya, where they >>> decided of all things to keep navigation consistent, so lots of alt middle >>> mouse dragging to pan a 2D view when left dragging open areas would have >>> been better). >>> >>> But yeah, middle click as a repeat last and toggle is immensely useful, >>> I miss it badly whenever I use Maya, important keys are sacrificed to >>> shading mode changes when in XSI you can just toggle the last two with a >>> click and intuitively set them without learning a new mechanic (shaded and >>> hidden line the two most common for me). >>> This is the kind of things I meant when I said XSI confronts you with an >>> extremely limited, consistent, yet non-restrictive set of things to learn >>> to interact with it. Last time I bothered defining a category and counting >>> when I was studying some UI and UE stuff Maya flagged at 16+ unique and >>> arbitrary models vs XSI's 4 or 5 (couldn't decide the parameters enough to >>> get a single number). >>> >>> >>> On Thu, Mar 20, 2014 at 1:46 PM, Greg Punchatz <[email protected]>wrote: >>> >>> Raffaele!! I am standing on my desk clapping... >>> >>> Does Maya have the middle mouse memory button on menus like softimage >>> does? If not make that a top priority... there should be a law requiring >>> that feature in every program...really. >>> >>> >>> >>> >>> >>> >>> >>> On Wed, Mar 19, 2014 at 7:10 PM, Sebastien Sterling < >>> [email protected]> wrote: >>> >>> Luc-Eric ? >>> >>> It seems to me modding the Maya UI to be more XSI inclined, poses it's >>> own problems, I'm sure on the other side of the fence are a few Maya power >>> users who would not take to kindly to seeing their workflow altered. >>> >>> How much can really be delivered by project H in your opinion ? >>> >>> Or will it be a CAD junkie ZEN paradigm ? the alternative streamline >>> interface for Modo... >>> >>> >>> >>> >>> >>> On 19 March 2014 23:57, Adam Sale <[email protected]> wrote: >>> >>> + 1 Amen Brother + 1 >>> >>> >>> On Wed, Mar 19, 2014 at 4:52 PM, Raffaele Fragapane < >>> [email protected]> wrote: >>> >>> Fair enough, bit of crossed wires and sensitive souls converging then. >>> Still, please do fix that sh... stuff in Maya's UI :) >>> >>> >>> On Thu, Mar 20, 2014 at 10:51 AM, Luc-Eric Rousseau <[email protected] >>> > wrote: >>> >>> This is all fine, but I though I was replying to a situation of >>> skipping over the basics, you can't ignore the existence of DG if >>> you're going to do something procedurally. I didn't reply at the >>> correct place in the thread, sorry for the confusion. >>> >>> >>> 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. >>> >>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >>> >>> >>> >>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >>> >>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >>> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >

