Hi all:

I'm not sure, but I personally find the point to poly constraint very 
unreliable/unpredictable (also I believe that relies on uvs and geometry 
density as well). I don't want to keep sounding like I'm preaching, but the 
hyperrealmeshparent script by Terence Jacobson has saved me a few times already 
when I've needed such a function that standard hair follicle rivets could not 
solve.

Yes, its not available ootb, but it hasn't failed me so far, so there's that... 
:p worth at least trying out!



----- Reply message -----
From: "David Gallagher" <davegsoftimagel...@gmail.com>
To: <softimage@listproc.autodesk.com>
Subject: A confession
Date: Fri, Mar 21, 2014 13:11
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]
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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