Maybe we can submit tickets to AD...

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Emilio Hernández   VFX & 3D animation.


2014-05-22 13:44 GMT-05:00 Sebastien Sterling <[email protected]>
:

> 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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