I think i mentioned before that if you have ten TD's waiting on you of
course, i assume the experience becomes a lot more fun. but most places
even medium businesses will not have that kind of work force.




On 22 May 2014 19:25, Meng-Yang Lu <[email protected]> wrote:

> If I were a modeler, animator, or lighter, AND I was absolved of all TD
> responsibilities, I would absolutely love Maya.  This is the vast majority
> of the artist experience.  It is being in an established shop with tools
> already in place to get your work done or a team of TDs to make said tools.
>  I'm surrounded by happy animators, modelers, and lighters. If they hit a
> problem, they just submit a ticket and a magic email appears asking them to
> restart Maya to receive the new goodies.
>
> For non-departmentalized facilities where one artist need to wear all hats
> and FX artists, the Maya experience is a completely different one.
>
> Maya is the application I have the deepest knowledge in, but even with a
> medium to shallow working knowledge in Softimage or Houdini, I find myself
> being more productive over time in those application as a generalist/TD
> than in Maya alone.
>
> If I had a nickel for questions starting with... "In Maya, can you..."
>  The answer is always yes.  Getting to that "yes" more often than not is
> really painful.
>
> -Lu
>
>
>
> On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling <
> [email protected]> wrote:
>
>> 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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