yep, makes sense ha? :)

On Fri, May 23, 2014 at 2:26 PM, Sebastien Sterling <
[email protected]> wrote:

> 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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