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
>>
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>>
>> *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
>>
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