" the other day I wanted to do a quick pivot operation... (to match the
pivot of an x object...) couldn't find how to do that in maya!! someone at
work told me I need a script for something that simple... "

Ahahaha! Yes i know right ?! its infuriating, the work around is to put a
parent constraint, then delete it :P

Ever tried hiding a group of polygonz...


On 22 May 2014 18:35, Manuel Huertas Marchena <[email protected]> wrote:

> "...applications that knew nodes was going to be tinkered with by artists."
>
> well said Lu.
> Personally I am transitioning to Maya for the moment... (most jobs are
> maya related in lookdev/lighting so not too much of a choice unfortunatly
> atm..)
> ..and I am amazed at how something like the hypershade is used to do
> production shading... it looks ultra clumbsy to me, render tree in soft is
> easy on the eyes
> and everything is well organized it just feels well crafted...  haven't
> got the time to test the node editor in maya for shading but it looks like
> it does not come close to xsi's one..
> also I dont see too many tutorials about using the maya node editor for
> shading, most I find are with the hypershade... if someone has some good
> links to share, that ll be cool, thanks.
>
>   the other day I wanted to do a quick pivot operation... (to match the
> pivot of an x object...) couldn't find how to do that in maya!! someone at
> work told me I need a script for something that simple...
>
> -Manu
>
>
> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
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>
> ------------------------------
> Date: Thu, 22 May 2014 10:11:09 -0700
>
> Subject: Re: Maya strengts (anyone?)
> From: [email protected]
> To: [email protected]
>
>
> 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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