Ow shucks Angus, (blush) was just ma 2 cents ;)

Ha! no Olivier i have not seen The Rush, lol looks like an Oscar bait, I
don't really get your resolve, i'm not saying that an artist shouldn't ever
interact with the motor, but there are millions of instances (not just in
maya...) where he should not have to. As an artist, you should never have
to go in there to "Fix" something, or compensate for an inexplicably
missing feature; (show/hide polygons, in maya), It's cool when you do it to
expand functionality or optimize your workflow which was cool with
softimage cause, you pretty much stated of at +5:

You got a good range of functionality, and it will take you a long way
before you feel the need to optimize it. it covers all the basic needs, it
might not have all the modeling functionality of 3ds Max or the one or two
key features of maya (sculpt relax) but what is there has been polished to
a mirror shine, it's tight responsive and intuitive.

To use yet another race car analogy (i know you love them :P) it's not just
about raw power, but maneuverability.

Maya starts you off at -10 functionality:

Want to hide a polygon selection ? doesn't exist, want to aline two objects
per pivot ? gonna have to script it, want to relax per vertex loop ?
doesn't exist. want to constrain to cluster, download the rivet script,
rivet script doesn't work, recompile the rivet script,

This is all before you even get to be functional, i spent half a day trying
to script a per pivot aline tool in Mel, which is a very basic need, it
should not be missing for a start and i shouldn't be wasting valuable time
compensating for this lack.


If you would like to discuss this further please feel free to PM me, as i
feel i have overstated my welcome on this thread for now but I'd still like
to grasp your perspective. ;)




On 1 April 2014 19:55, Angus Davidson <[email protected]> wrote:

>  I think we have had this discussion before that things should have been
> further along by now ;)  I just said that Softimage was very good at
> allowing the very skilled and the very new to easily achieve great things.
> Having taught Maya and Softimage to people new to 3D its very easy to see
> the difference between an application that can do that well and one that
> cant. When you are in education you see that learning curve being tackled
> over and over again.
>
>  I think Sebastiens race car analogy and conclusions put it far better
> then I did.
>
>
>  ------------------------------
> *From:* Luc-Eric Rousseau [[email protected]]
> *Sent:* 01 April 2014 08:04 PM
>
> *To:* [email protected]
> *Subject:* Re: A Good Read!
>
>   it's interesting blog but I don't think that guy is saying anything
> that would suggest Softimage is doing any better... (if you read the bit
> about rigging having not evolved)...
>
>
> On Tue, Apr 1, 2014 at 1:10 PM, Angus Davidson 
> <[email protected]>wrote:
>
>>  I think the original author does have a point but I dont think he
>> expressed it the way he wanted to. I can feel his frustration.  If you
>> think of where we are and  its been 20 years or so, shouldn't things be
>> simpler?
>>
>>  Zbrush is a good example , immensely powerful program but such an
>> uphill battle to get used to the interface to do anything useful. HeadUs
>> and their unwrap interface is another one. yes you can get beautiful
>> results with it, but in the time it takes you figure crap out, you could
>> have done just as good a job sticking to massaging a standard unwrap
>>
>>  The idea is that your software should enable you from the beginning no
>> matter your expertise with it. Yes you will get highly skilled with it if
>> you stick to using it , but you shouldn't have to put your fist through a
>> few monitors to get there.
>>
>>  Its one of the things I will miss a lot about teaching Softimage. It
>> enabled both he novice and the professional to do amazing things out the
>> box.
>>
>>
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