so dumping all the xsi artist into a maya majority industry insures 1) that
the market is even more saturated 2) that having to start from scratch
X'xsi artists are at a crushing disadvantage 3) due to saturation we all
get payed like cashiers at a supermarket ?


On 23 May 2014 12:41, Toby Winder <[email protected]> wrote:

> Well from a companies point of view.
>
> There are MANY MANY times more high quality artists to employ,
> which means no problems finding people, and the artists probably drive
> down their own prices.
> Ive worked at xsi places where they just couldn't find a freelancer at all
> - because any good ones were permanent at other shops.
>
> At the moment this is never a a problem with Maya
>
>
> On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez <[email protected]>wrote:
>
>> 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
>>>>>>>>> >>
>>>>>>>>> >
>>>>>>>>> >
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>
>
> --
> Toby Winder
> 07786065586
> www.tobywinder.com
> linkedin <http://uk.linkedin.com/in/tobywinder>
>
>

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