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> > >

