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 >>>>>> >> >>>>>> > >>>>>> > >>>>>> >>>>>> >>>>> >>>> >>> >> >

