Hi Nicolas:

I'm just a student but I'll try to tackle these set of questions a little more in-depth...

- Animation mixer: equivalent in Maya? move on the timeline a clip, stretch a clip, mix the clips together? achievable in Maya?

Yes, it's called the Trax editor. However it requires you make your rigs into character sets and those modified attrs are stored as clips, which may/may not work depending on the rig setup you have. I personally prefer XSI's actions/clips and the Mixer UI in this regard hands down, but it's not impossible to do in Maya. Just might not be as simple as you're used to...Most of the Trax UI is very similar to the Mixer in XSI, though, so there's that. :)

- - Modeling: which tools in Softimage are NOT available in Maya? I usually work A LOT with proportional modeling and adding edge looping ( both features shown in the new Maya videos ), bridge poligons, shrink wrapping, smooth deform with weightmap, and so on...

Maya suffers from not having a proper tool for sliding components along meshes while preserving volume until 2014 when NEX tools are finally in it by default. I still use Diamant Tools (because I don't like the slow interaction in NEX), but as of right now I feel XSI is still stronger for modeling simply because of the non-destructive/procedural nature and the way the UI supports really fast interaction. Maya has some cool tools here and there (and combined with Diamant Tools, I feel like I'm working in Mudbox) but overall I think while XSI is faster, you shouldn't have any problems here.

- Corrective shapes: usually I work with the standard shape manager, but the Paul Smith tutorial on corrective shape using ICE has become my standard...and I read that shapes in Maya are a bit a pain in the ass...

There is no way to handle pose-space deformation OOTB in Maya, unfortunately. However, I use Daniel S. Lima's corrective blendshape manager, and as mentioned before there's the Rabbit Shapes plugin for this specific purpose. You can make your own poseReaders/angleReaders as well in Maya, but usually I just use the Michael Comet tools. And yes, blendshapes are not as straightforward to work with in Maya, but I would say that XSI has some quirks of its own in this regard as well...though not as much as Maya. :P

- Epic released UE4 and with it there a pretty good rigging system which will replace Species, but what I'll miss will be Facerobot and Gear for facial rigging. What I would like to know is if I can build a facial rig in Maya which coiould be reused for multiple characters. Previously I used Gear and GATOR to quickly transfer the facial rig and the tweak everything afterward, I wonder if this is possible in Maya...

I would say it depends. Of course you could make your own python modular facial rig or use something like advancedSkeleton to handle this sort of stuff, but for the most part the answer I would say is no, unless you're doing a REALLY generic facial rig based off volume enveloping or something similar. I've seen some really cool stuff in ICE where rigs are done that way and weightmaps control the falloff of envelopes and such...not as straightforward to achieve in Maya (there is no concept of user-definable weightmaps being able to be connected to other attributes willy-nilly via the GUI), and in some cases impossible afaik. The closest thing to GEAR that I've found (modular autorigging) is creatureRigs.

As far as GATOR goes, there is Transfer Attributes that will cover some of GATOR's more important functions (UVs, skinClusters etc.), but it's not perfect...

- Simple python scripts: as said I always hated scripting, but I was quite surprised when I just did something within Softimage, then open the script editor, copy all the content, make minor changes and then save that as a script to use for other projects...something "artist friendly python way to script" is available in Maya?

Personally I find Maya's API a lot less intimidating than XSI's, as far as Python is concerned. If you've never done scripting before, you should have less trouble learning Python with Maya than with (I did :P ) XSI imho due to a few hoops you have to jump through in XSI. Plus the fact that XSI has its scripting name/actual name distinction is a little annoying, and that the Maya docs are (not surprisingly, since their team is probably bigger) more comprehensive and detailed with more examples.

Bad things, though, is that the more you deal with scripting in Maya, the more you'll understand why the question of whether to learn MEL/Python becomes a bit convoluted...there's straight-up MEL, maya.cmds, pyMEL (two flavours O__o ), OpenMaya etc...but PyMEL is a good place to start if you're completely new to scripting in general.


Yours sincerely,
Siew Yi Liang

On 3/20/2014 3:05 AM, Nicolas Esposito wrote:
I was tempted to buy Jeremie Passerin videos from cmiVFX and if I remember correctly I watched the tutorials by Raffaele...but to be honest I always hated coding...I know its always better to be able to script, but I really hate it

What I want to do right now is to check if I'm able to "translate" my workflow from Softimage to Maya without too much effort, means that if Maya out of the box satisfy my needs I'll be happy enough....

Let me ask you guys a couple of focused questions related to Maya:
- Animation mixer: equivalent in Maya? move on the timeline a clip, stretch a clip, mix the clips together? achievable in Maya? - Modeling: which tools in Softimage are NOT available in Maya? I usually work A LOT with proportional modeling and adding edge looping ( both features shown in the new Maya videos ), bridge poligons, shrink wrapping, smooth deform with weightmap, and so on... - Corrective shapes: usually I work with the standard shape manager, but the Paul Smith tutorial on corrective shape using ICE has become my standard...and I read that shapes in Maya are a bit a pain in the ass... - Epic released UE4 and with it there a pretty good rigging system which will replace Species, but what I'll miss will be Facerobot and Gear for facial rigging. What I would like to know is if I can build a facial rig in Maya which could be reused for multiple characters. Previously I used Gear and GATOR to quickly transfer the facial rig and the tweak everything afterward, I wonder if this is possible in Maya... - Simple python scripts: as said I always hated scripting, but I was quite surprised when I just did something within Softimage, then open the script editor, copy all the content, make minor changes and then save that as a script to use for other projects...something "artist friendly python way to script" is available in Maya?
- Mel and Python...well...which one to use/learn?

Sorry for the long post

Cheers

Nicolas


2014-03-20 10:27 GMT+01:00 Oscar Juarez <[email protected] <mailto:[email protected]>>:

    Yes, scripting will make your life much easier in general. Even
    just a little bit here and there, and also can vouch for Raff's
    videos, they are great.


    On Thu, Mar 20, 2014 at 10:23 AM, Cristobal Infante
    <[email protected] <mailto:[email protected]>> wrote:

        Learn how to script! never a bad skill to have. Get raffaels
        python tutorials from cgsociety...



        On Thursday, 20 March 2014, Nicolas Esposito <[email protected]
        <mailto:[email protected]>> wrote:

            I want to have a positive attitude regarding the switch to
            Maya, but watching some videotutorials on modeling,
            rigging, texturing, and so on, and reading what you guys
            are saying I'm kinda scared...
            Because what you're saying is that Maya out of the box is
            kind of crappy if you don't script what you want...and
            thats the bad part, I don't know sh*t about scripting, so
            my only option is to use it as it is...and then buy
            plugins...
            It's Max all over again :(


            2014-03-20 10:09 GMT+01:00 Mirko Jankovic
            <[email protected]>:

                Maya seems to be more and more do-it yourself kit..
                it's price should reflect that as well....
                Buy starter kit - only Maya UI, you script everything else
                grade 1 kit - you have modeling plugins! etc...


                On Thu, Mar 20, 2014 at 9:45 AM, denis-jose francois
                <[email protected]> wrote:

                    Hi All

                    So here's another ancient lurker suddenly rising
                    from the depths. It's been a while...

                    Alastair, it's definitely not you! For the last 3
                    years I have mostly worked in non XSI pipelines.
                    They include Modo, Houdini and more often than not
                    - Maya. Every now and then I get to work in XSI
                    again... but sadly this is less and less.

                    I had no trouble switching to Modo. I picked up
                    Houdini very very quickly. But Maya... its been 2
                    years and I am simply uncomfortable. I'm
                    definitely not an idiot (I tell myself this all
                    the time) and I've been working in CG since 1995.
                    Interestingly, even though I started with soft3D
                    back in the early days I very quickly progressed
                    to AW Power Animator. So I'm no stranger to 'the
                    other side'. Yet some how very simple things in
                    Maya allude me! And it's not helped by the
                    shockingly poor documentation either.

                    Last summer I worked for a short stint at Sky.
                    First time back on XSI (and Arnold) in a couple of
                    years. It was a really hard project, yet XSI made
                    it feel like I was on holiday compared to what I'd
                    been doing before that!

                    I mostly work in pipeline these days and it amazes
                    me how much work we have to do bring functionality
                    to Maya which is already there in XSI and other
                    packages. Of course, the fact that we *can* bring
                    this functionality to Maya is one of it's
                    strengths, but what's the point of spending loads
                    of money on something that you can't really use
                    without further modification? If you are a small
                    studio or a single user it just doesn't make sense.

                    I shall now return to the murky depths again...

                    Denis-Jose Francois











                    *
                    Denis-Jose François

                    Known to some as /@Hairytech/
                    Known to others as /+Denis-Jose/
                    Occasionally referred to as /Simon/
                    Always /*The Evil Hood*/
                    ------------------------------------
                    https://soundcloud.com/infiniversemedia


                    On 19 March 2014 09:32, Alastair Hearsum
                    <[email protected]> wrote:

                        Folks

                         Here is a confession. I've never used Maya!
                        Not really. I've had a little poke every now
                        and again but no more than make a sphere and
                        spin round it.

                         Now, the lack of Maya knowledge may diminish
                        the value of my comments in some eyes but I
                        think that , on the contrary, it puts me in
                        quite a good position to appraise the software
                        at a certain level. Here is an example of the
                        trouble I'm having that may bring a smile to
                        people's faces. But first just a couple of
                        more sentences before I reveal my difficulty.
                        I like to bill myself as the sensitive
                        artist/animator who is technically all fingers
                        and thumbs, like the woman by the side of her
                        broken down car waiting on a big strong man to
                        help her out. The truth is that its not true.
                        I do have a degree in Fine Art but I also
                        studied maths and physics at university and
                        programmed extensively in Lisp in my first
                        job. So I'm not stupid BUT:

                        *I'm on my third night trying to adjust the
                        resolution of a sphere after I have applied
                        n-cloth to it!*

                         Isn't that incredible?  Its one example
                        plucked from many experienced by people I work
                        with who can and have used Maya. Its
                        symptomatic of the all encompassing interface
                        workflow issues that Maya has that I think are
                        really fundamenta





Reply via email to