Lol Lu

It's amazing for this, this, this.... it sucks :)

I believe qualoth has been discontinued. yes next person to offer a feature
rich cloth solution will be a rich man/woman, may the Fabric enginz be with
him.


On 22 May 2014 18:18, Halim Negadi <[email protected]> wrote:

> +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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