They still rely on uv sets though... ugh. On Mar 21, 2014 1:11 PM, "David Gallagher" <davegsoftimagel...@gmail.com> wrote:
> > That looks good! > I haven't been keeping up with new features in Maya, so that's great. > > > On 3/21/2014 1:48 PM, Adam Sale wrote: > > Point to poly constraints? > On Mar 21, 2014 12:15 PM, "David Gallagher" <davegsoftimagel...@gmail.com> > wrote: > >> >> Let me know if you find one. >> >> On 3/21/2014 12:51 PM, Matt Lind wrote: >> >> I think the key phrase is 'Maya renderer' - who uses that anymore? >> >> >> >> I'm almost positive there is an equivalent to object to cluster >> constraint out of the box in Maya. I think it's classified as a deformer >> for meshes (wrap?), but I cannot say for sure as it's been many years since >> I've had to use it. >> >> >> >> >> >> Matt >> >> >> >> >> >> >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [ >> mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>] >> *On Behalf Of *Jordi Bares >> *Sent:* Friday, March 21, 2014 11:47 AM >> *To:* softimage@listproc.autodesk.com >> *Subject:* Re: A confession >> >> >> >> You must be joking!!! >> >> >> >> :-ARghghhgh >> >> >> >> Jordi Bares >> >> jordiba...@gmail.com >> >> >> >> On 20 Mar 2014, at 16:59, David Gallagher <davegsoftimagel...@gmail.com> >> wrote: >> >> >> >> >> Exactly. For example, in Maya there is no object to cluster constraint, >> so you have to use a 3rd party tool Rivet to attach things to geometry. But >> if you need to apply a Smooth to render it in the Maya renderer, it >> explodes. >> So, don't use the Maya renderer, or... >> You can use djRivet, which uses follicles intead of edges, but which >> relies on.... UV's being present. >> Works great.. until you change the UVs in any way. >> >> Not really a non-linear workflow. It's more like a circular workflow. >> >> >> >> On 3/20/2014 10:22 AM, Adam Sale wrote: >> >> Something I have found in the last couple weeks, which I personally >> find mind numbing is how tied to UVs some tools are. >> >> >> Hair work... try and groom something, and then realize you need to tweak >> your UVs. Gotta start over >> >> Painting weights. Gotta have UV's to do smoothing. - Edit the Uv's.. >> start over. >> >> >> >> On Thu, Mar 20, 2014 at 9:02 AM, Mirko Jankovic < >> mirkoj.anima...@gmail.com> wrote: >> >> but why scripting is new artist tool! >> >> REAL artist model in full screen text editor! who needs viewport at all >> >> start notepad, and begin typing coordinates for each vertex... >> >> that is how REAL hardcore stuff is done. >> >> >> >> buttons are for p....... >> >> >> >> On Thu, Mar 20, 2014 at 4:34 PM, Morten Bartholdy <x...@colorshopvfx.dk> >> wrote: >> >> +1 >> >> >> >> IMHO scripting is for making crappy software work at all (Maya) and for >> creating something special with good software that has buttons for all the >> ordinary stuff (XSI). >> >> I simply don't have time to learn scripting, not least because my mind >> doesn't lend itself to that kind of thinking and remembering syntax etc. My >> time is better spent figuring out how to do great stuff with ICE. The only >> scripting I do is some half arsed copy pasting from the script editor to >> facilitate unified pass setups across multiple shots and similar stuff on >> that level. That I can do :) >> >> >> >> Morten >> >> >> >> >> >> >> >> >> Den 20. marts 2014 kl. 13:42 skrev Greg Punchatz <g...@janimation.com>: >> >> "Just learn to script" >> >> >> >> It's not that easy for every one... >> >> >> >> My brain simply does not work that way, I would rather keep polishing my >> art skills and learn all the amazing new painting tools than learn to >> script. Being person with dyslexia makes its more than a bit difficult for >> me to jump on the scripting train. >> >> >> >> All this talk of the reality of the need for constant scripting as part >> of your daily work flows in Maya makes me literally sick to my stomach.... >> >> Sent from my iPhone >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >