+6 Lu

On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu <[email protected]> wrote:

> I think the only failure of the node architecture was that it wasn't meant
> to be used by artists.  Had they had that in consideration, we would've had
> something like ICE or close to it ages ago.  There are still some cool
> thing you can do in the Hypershade today, but it's unwieldy compared to
> applications that knew nodes was going to be tinkered with by artists.
>
> Maya strengths are still it's quick interactive ability to build stuff and
> animate.  Since this is an XSI list, we've all had a taste of what
> animation could be due to some really nice "quality of life" features.
>  However, XSI never in the time I've done 3D ever caught up in terms of
> animation performance.  It is still king of interactive performance at the
> cost of shoddy user experience.
>
> Before, Maya was the do-it-all tookit and still can be today.  And a lot
> of the early technology that went into the Maya side were far better
> implemented than in any other package.  The strength was indeed ubiquity,
> and it was attractive to plug-in developers alongside 3DS max.  Shave had
> more functionality in Maya before it was integrated into XSI.  Syflex had
> more functionality in Maya than the XSI integration too.  nCloth is still
> used in both conventional and unconventional ways because every other out
> of box cloth solver just isn't good.  We still rely on nCloth heavily and
> it's second only to something like Qualoft.  nCloth is definitely a
> strength to leverage.
>
> Also, Maya + Window = new tech hotbed.  Syflex, Shave, Comet Muscles, and
> now FE/Splice.  Anything that seems promising usually begins it's early
> stages as a plug-in for Maya.  No guarantees that these fledgling tools
> would be production worthy, but I'm the first to admit I've grabbed a
> plug-in and blindly marched into production many times.
>
> Maya's other strength is it's large user base.  If you want a CG army that
> puts ancient Persia to shame, go with Maya.  You are almost guaranteed
> you'll find someone to fill an empty seat if your shop is a Maya one.  And
> though that pool may not be as experienced or agile as artists in other
> packages, you definitely have the advantage of choice and can cherry-pick
> to your hearts desire.  To be fair, there are good Maya users out there
> with their own Maya knick-knacks that can still put up good work.  And to
> that point, if you're a Maya user, you're almost never out of a job if
> you're smarter than the average bear.
>
> I still don't like it.
>
> -Lu
>
>
> On Thu, May 22, 2014 at 9:26 AM, Sebastien Sterling <
> [email protected]> wrote:
>
>> In fairness the architecture is admirable, i don't think anyone ever made
>> a fully nodal DCC after maya, to bad so little of it reaches its full
>> potential.
>>
>>
>> On 22 May 2014 17:15, Luc-Eric Rousseau <[email protected]> wrote:
>>
>>> 20 years.. 4/5 years late..adjusted for inflation I guess ;)
>>>
>>> On Thu, May 22, 2014 at 11:11 AM, Jordi Bares <[email protected]>
>>> wrote:
>>> > Maya was ahead of its time 20 years ago, the novel architecture and a
>>> long list of historical events and mismanagement from Softimage (owned by
>>> Microsoft at the time) meant XSI arrived at least 4/5 years late to the
>>> party, which was a death sentence and big facilities by then did the full
>>> switch (not all but the majority).
>>> >
>>> > The genius side (and the part I don't like) was the viral nature of
>>> Maya in which you have to write stuff for pretty much everything which
>>> meant everybody was building tons of software (and complex ones too) on top
>>> of Maya so by the time XSI was starting to pick up pace it was an
>>> impossible fight.
>>> >
>>> > Was maya great for character animation? Yes, It has always been very
>>> good at that because the animation editor and dope sheet were very nice,
>>> also very fast with multiple characters and some versions very robust.
>>> Manipulators made life a pleasure (remember XSI introduced them late) so it
>>> was not a myth, but today it XSI is imho way superior for animation, shame
>>> the envelop deformers were never looked after properly.
>>> >
>>> > Jordi Bares
>>> > [email protected]
>>> >
>>> > On 22 May 2014, at 14:25, "Leendert A. Hartog" <[email protected]>
>>> wrote:
>>> >
>>> >> Okay, a more specific question. Back in the day I always heard that
>>> Maya was the most useful tool for Character Animation (discounting
>>> Softimage from the equation). Was this just myth or is it just outdated
>>> info?
>>> >>
>>> >> --
>>> >>
>>> >> Leendert A. Hartog AKA Hirazi Blue
>>> >> Administrator NOT the owner of si-community.com
>>> >>
>>> >
>>> >
>>>
>>>
>>
>

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