AD has always played politics with its upgrades, it's not about giving you
the most efficient tools today, but releasing them in a slow staggered and
incomplete fashion, so it takes several release and considerable investment
before you actually get a functional addition to your workflow. they say
it's so people have time to adjust to the change which is all so much
commendable bullshit. Now and again they'll chuck a few sweets out when
people get rowdy often followed by the statement "You SEE !!! we really do
have your best interest at heart" or " WE really do listen to you !"

It's what they did for Syflex, Nex and the viewport enhancements in 3ds max
to name just a few.

and it's what they will do with bifrost, totting up every marginal update
as a NEW feature. "New Bifrost! now with tear of Menus, Gasp !"

Most of these modeling enhancements such as the shrink wrap are things that
could have been added years ago, but are only being added in recent
releases. i refuse to believe that these sort of tools are that difficult
to implement.

A lot of this shitty attitude hearkens back to the years of stagnation
during the three package monopoly.


You might argue that ICE took several release to have the functionality it
has today...

but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY

and realize that ICE offered considerably more in its first incarnation,
then Bifrost will in even it's third iteration.





On 1 April 2014 12:52, Xiaodong Xu <[email protected]> wrote:

> I’ve been waiting for 15 years just for the late coming shrinkwrap
> deformer. Pitty!
>
>
>
> Xiao-dong
>
>
>
>
>
>
>
>
>
> *发件人:* [email protected] [mailto:
> [email protected]] *代表 *Eugen Sares
> *发送时间:* Tuesday, April 01, 2014 7:35 PM
> *收件人:* [email protected]
> *主题:* Re[2]: March 28, 2014
>
>
>
> Did anything change already with Maya 2015 to the better?
>
>
>
> Not that I very much long to use it...
>
> I'm curious, though, if Autodesk can be taken by it's word this time - to
> 'humanize Maya', and the pace at which this is happening.
>
>
>
> Anyway, it will be most interesting to learn what the most forthcoming
> option will be in the near future.
>
> I hope with Modo 801 and Houdini 14 (or whatever next version) it
> will become clear enough where things are heading to, to make a (part time)
> transition.
>
>
>
>
>
>
>
> ------ Originalnachricht ------
>
> Von: "Sebastien Sterling" <[email protected]>
>
> An: [email protected]
>
> Gesendet: 01.04.2014 12:29:36
>
> Betreff: Re: March 28, 2014
>
>
>
> "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.
>
>
>
>
> ------------------------------
>
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