>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!
>

Reply via email to