Hi Perry,
Honestly, your voice is more important than any internal user, and that's the 
main reason.
What I'm really trying to understand is what "you" want/need as a user, as a 
workflow from Softimage, and that's why I found this thread so helpful.
Yes, we have internal people that are helping us understand and will be helping 
implement some of these feature/workflows, but we also want to make sure we are 
listening the user, you.

Thanks for not beating me up!
Yang-hai

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Thursday, March 20, 2014 3:11 PM
To: softimage@listproc.autodesk.com
Subject: Re: How long will it take (?)

Yang-hai,

While I appreciate that you are all listening (honestly, I really do), it is 
really annoying that the Softimage team was supposedly moved to
Maya, yet Autodesk seems to have no clue how to implement a Softimage workflow 
or feature into Maya.

Look, don't get me wrong, it is better to have you guys ask us than to not ask, 
but if you truly have that many people
from Softimage working on Maya, wouldn't THEY know better how to do this than 
we would?



On Thu, Mar 20, 2014 at 2:33 PM, Yang-hai Eakes 
<yang-hai.ea...@autodesk.com<mailto:yang-hai.ea...@autodesk.com>> wrote:
Hello David Gallagher,
I would first like to thank you for sharing all this. As many of us at 
Autodesk, I honestly think you have some very strong points here and please 
rest assured that we are listening. I will be discussing these points in detail 
internally to see what could be done, sooner rather than later.

Animation workflows, which for me includes rigging, is very important and will 
be an area of focus for Maya over the up-coming releases. The out-of-the-box 
workflows and the artist friendly mentality that Softimage has, are definitely 
areas that Maya would benefit from. We do want to bring some of these workflows 
into Maya. We simply need to make sure we properly understand, design and 
implement them, that is... in a meaningful/useful manner... basically 
respecting the workflows. This will be part of our thought process and plans 
for Maya moving forward. This is why this feedback is so important, so again, 
thank you.

We are also getting a lot of similar feedback from many channels and need to 
respectfully take the time to listen, understand and compile that feedback. I 
"will" follow-up to this thread in a more detailed manner, but please do expect 
the detailed feedback to take some time, as I want to be confident about what 
can or cannot be addressed in a timely manner.

Again, I know I'm not the only one to agree with your point of view and 
feedback, so thank you for sharing this in detail.

Regards,
Yang-hai
Autodesk Designer

From: David Gallagher
Sent: Wednesday, March 19, 2014 5:34 PM
To: 
softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com><mailto:softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>,
 
davegsoftimagel...@gmail.com<mailto:davegsoftimagel...@gmail.com><mailto:davegsoftimagel...@gmail.com<mailto:davegsoftimagel...@gmail.com>>


Thanks for posting that Jason.

I'll keep using Softimage for AnimSchool's rigs.
Over the next few years, I'll be looking for some software that allows me to do 
those things.


On 3/19/2014 3:01 PM, Jason S wrote:

(previously posted, yet I think it's worth a new thread with alink to the 
original Maya / XSI article)



Here is a notable (& comprehensive) post on rigging from David Gallagher
in response to the super long and (seemingly purposefully) diluted 
article<http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html>

comparing SI / Maya rigging  (concerning rigging workflow -alone-)

weighing pro & cons, while overweighing pros, underweighing cons,

overlooking a bunch of things (most of which outlined below)

identifying things like the ability to use "locators" as rig components as a 
"con"



and ending with ;

"The time that Maya saves with its rigging technology and superior workflow, 
outweighs the additional cost. "





So how long will it take to get there?
David Gallagher
<image001.gif>
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 (??)





--





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com<http://www.theafterimage.com/>

<<attachment: winmail.dat>>

Reply via email to