That was always my notion too. Just imagine an ICE graph without Get Data and
Set Data nodes and replacing them with actual connections from/to the main ICE
node. You'd get lots of loops, making the the graph more descriptive but also
harder to read, besides exploding the number of input and output connections on
the main ICE node.
I think we should draw a line to show the parenting in the Maya Node
Editor, that would make transform vs object make more sense, something
we're not doing.
For loops... actually Maya and XSI have similar in architecture, and
XSI's scene graph is full of loops as well. Every operator, like the
moveop, is an operator that reads and writes back to the same object,
so it's a loop. I recall the kinestate to be particularly hairy.
We've kept all that kitchen stuff hidden under the hood in XSI. It's
just not showable: a trivial operator like the moveop has half a
dozen connections, a hidden cluster, and it just gets more complicated
from there. The maya dg is a lot more simple, but it still isn't
designed be directly used, and the hypergraph/node editor are more
debugging tools than authoring tools. Bifrost will be designed for
authoring.
On Tue, Jul 15, 2014 at 11:06 PM, Gerbrand Nel <[email protected]> wrote:
I think my main problem with the node editor is that some things that are
influencing each other, aren't connected in the node editor. Other things
are connected in a loop.
This makes no sense to us humans.
I was hoping the node editor would fill the gap left by the lack of a proper
operator stack, but it still blows my mind how destructive Maya's work flow
is.
For now the node editor is where I do my shading, and check to see if my
deformers are still linked when things don't seem to work right.
OH here is a fun thing to try: put some animation on a sphere. Then graph
that in the editor, and add animation layers. My nose almost started
bleeding :)
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