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> >> >> >

