For the record, unless you baked your own set of tools, NG skin tools are
sort of a must and quite popular and we'll maintained.
The out of the box experience is nothing short of atrocious.

There are fundamental issues that need a considerable change or addition to
data sets and editor UIs to get anywhere within a mile of Soft, and no
amount of polish will deturd the default one, but NG beings it from
masochism to somewhat bearable for those who can't write their way out of
the bog.
On 24 May 2014 04:42, "Sebastien Sterling" <[email protected]>
wrote:

> Skinning, my god fix the skinning ! it's not reasonable to have to
> manually tick which bones you want or don't want to work on.
>
>
> On 23 May 2014 19:23, Mario Reitbauer <[email protected]> wrote:
>
>> Luc you are still at AD right ?
>>
>> Would love to have an honest answer on that one. Is there any chance to
>> get workflow improvement features actually beeing added into maya in a
>> reasonable time if we report them ?
>> Simple stuff:
>> Flip muscle capsule (if you create your capsules out of a skinned mesh
>> you gonna need that, no idea why it's not there)
>> child- and constraint compensation
>> viewport selection update (this is were maya rly feels clunky, when it
>> comes to just selecting objects or components, if ur interested i would
>> love to tell you why, but i guess you know)
>> working with sets (remove object from set is only possible through diving
>> into that hierachy in a graph ?)
>>
>> This and more are the things which drive me nuts. It's just the small
>> things, not even features.
>>
>> So as long as artists are forced to write scripts for every single task
>> (visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for
>> hiding and showing objects ?) I can't think of too many things which would
>> make maya beeing faster in actual production.
>>
>>
>> 2014-05-23 19:49 GMT+02:00 Sebastien Sterling <
>> [email protected]>:
>>
>> is EmFluids also a fluids solver or more of a fire and smoke tool ?
>>>
>>>
>>> On 23 May 2014 18:29, Matt Lind <[email protected]> wrote:
>>>
>>>> Doesn't softimage have Lagoa fluids?
>>>>
>>>>
>>>> Matt
>>>>
>>>>
>>>> -----Original Message-----
>>>> From: [email protected] [mailto:
>>>> [email protected]] On Behalf Of Luc-Eric Rousseau
>>>> Sent: Friday, May 23, 2014 7:54 AM
>>>> To: [email protected]
>>>> Subject: Re: Maya strengts (anyone?)
>>>>
>>>> Fluid was missing from that list IMHO.. and it's not something we have
>>>> in Softimage.
>>>>
>>>> On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog <
>>>> [email protected]> wrote:
>>>> > Oh, I understand fully you can't compare without something to compare
>>>> with.
>>>> > ;)
>>>> > My interpretation of many of the posts in this thread is that people
>>>> > understandably still primarily compare it to Softimage. My question
>>>> > was where its place was in this "post-Softimage" world.
>>>> > Which is a tough (maybe even a silly?) question, I understand that.
>>>> > But several posts have answered my question fully...
>>>> >
>>>> > Greetz
>>>> > Leendert
>>>>
>>>>
>>>
>>
>

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