"Maya is the best choice for character creators"

Why ?

What makes it so ?

You can do this in any number of DCC's, you can do it in max and softimage.

In maya you will have to deal with the worst skinning tools ever conceived,
not to mention the myriads of scripts just to ensure contemporary
functionality.

I don't understand this argument. specialy considering Maya's established
roll as a studio tool, where the pipeline is broken up into fields. people
using maya for generalist purposes is not the norm usually they stick to
their fields.


If by "character creator" you mean the ability and functionality to take a
character from 2D design through, modeling, uv, texture, rigging,
animation, rendering/ or...(3Dprinting).

Maya is merely an option.


On 1 April 2014 10:45, Peter Agg <[email protected]> wrote:

> Dare I ask the issues with Maya Muscles?
>
>
> On 1 April 2014 10:25, Raffaele Fragapane <[email protected]>wrote:
>
>> For the record, I would probably chew on broken glass, lead, salt and
>> lemon mixed up before I'd use Maya's muscle system.
>> Of all the OOTB things Maya offers very few are truly stellar in my
>> experience, possibly none, and only a handful total are actually nice and
>> useful.
>> For a while nCloth was one, in example, and compared to XSI's lack
>> thereof, paired with several other things, it contributed to the feeling of
>> old that Maya was more open AND, however wonky, had more canned tools as
>> well (fluids, cloth, muscles etc.).
>>
>> Very few of those stood the test of time.
>>
>>
>>
>> On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares <[email protected]> wrote:
>>
>>> May be the status quo but don't fool yourself, animators don't tend to
>>> need much other than a good rig and toolset around and decent performance,
>>> I don't think it is a defining factor and here at Realise we have tested it
>>> in production yet again.
>>>
>>> With our latest project we animated using Maya for a number of good
>>> reasons at the time (service provider using maya, rigger available,
>>> animators available, tracking guys needing licenses) and I will regret all
>>> my life.
>>>
>>> The amount of paint inflicted on us because of Maya instability with
>>> muscles (major bugs there), or an extremely painful manipulation tools to
>>> create corrective shapes and poses, or substandard toolset for animators
>>> (yes, I am talking ATOM here) made yet another scar on my skin.
>>>
>>> To be honest, before animation we were 3 weeks *ahead* of schedule, when
>>> we finessed animation we ate that advantage so you tell me if it is the
>>> least problematic animation tool and I have a nervous laugh every single
>>> time.
>>>
>>> The good news is that I saw it coming and prepared myself for it so the
>>> situation was correctly managed (we extended everybody 1 more week too
>>> which btw means $$$) and we got out of it without affecting the quality of
>>> the project.
>>>
>>> Sorry to be negative here, Maya may be the standard and as such
>>> unavoidable, but like someone else on the list said, it is like making love
>>> to a cheese grater.
>>>
>>> jb
>>>
>>>
>>>
>>> On 31 Mar 2014, at 22:47, Raffaele Fragapane <
>>> [email protected]> wrote:
>>>
>>> Currently Maya is the one that involves the least problems with
>>> animators, and it has OK rigging facilities and is expansible enough to
>>> cover what gaps are left.
>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>

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