Maybe we can submit tickets to AD... ------------------------------------------------------- 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 >>>>>>> >> >>>>>>> > >>>>>>> > >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >

