Yes, pretty much everything requires a lot more clicking in Maya.

BTW, you can't change topology without messing up your weights, so you'll
need to or save your weights by global position with an script
like doraSkinWeights, or duplicate your mesh and keep it as a weight
container to copy weights to your edited mesh.

I don't think there is a way to edit your mesh and keep the original
weights just like they are, like you can in Softimage. You can get only
approximations with copy weights or scripts, relying in UVs or global
position.

After doing all of this, now you need one more edge in your model? well,
start again with the whole process.

So yes, the workflow is a mess compared to SI and is a lot more time
consuming.

I disagree with Graham. You can't do GATOR inside Maya. You can get a
similar final results with 10x more clicks, but it isn't the same, and you
don't have a Gator op alive.

The send to Softimage is a good alternative when you can do it (basically
envelope, uv and mesh modeling). Sadly, there are a lot of features that
can't be translated between them like Maya crease edges or sets, or
Softimage hard edges, so you'll have to re-build them. I haven't tried
shapes + send to SI.

Martin

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