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On
08/22/14 13:06, Serch Mucino wrote:
Workflow-wise, I'd say
Modo is closer to Maya than anything else.
Apart from the mentioned issues, for me that's what I wasn't too fond about Modo (feels a bit like a cross between Maya & Lightwave) but it's at least still much more approachable than either. Also, I know the 701 did get great performance improvements for some things, so at least we see that it's possible, but that was only after many many years of knowing of the problem (like now) which also -still remains-. (probably rather deep core stuff, where it's hard to not break, or not have to basically redo entire trickling chunks, while also already having as many issues with stability) ... we should get a Montreal Modo User Group going! I know there are a few Modo users over here... maybe something could be done ;-). Lol I would love to, but for me.. I'll be focusing on comp (which I love) at least for a while, but which is I guess at least part of why I'm somewhat unhappy about how things turned out. All Softimage studios around me have either kept-on using SI until further notice, (but not necessarily hiring) or until something comparably let say:'efficient' surfaces.. (not just finishing previous projects, but also starting new ones not wanting to deal with ~2x as long/hard, ~2x the staff, 2x everything ) .. or somehow managed to -cope- with Maya (coping with the ~2x as long/hard, ~2x the staff, 2x everything.. to which the tweak tool or the H key hardly compensates).. OR.. have actually closed down! (with the quite literal ~2x as long/hard, ~2x the staff, 2x everything quite possibly having something to do with a good part of it). And I guess same goes for me (in studios), deadlines often being (pretty normally) rather tight, XSI has somehow always been specially good for exactly that, and Maya has always been almost like the exact opposite while not having really changed.. it's pretty incredible. (historically, and pretty much still just as much, while always only adding new things) That unless there is like dedicated teams for all sorts of little things at the same time, or be in one of the bigger studios who use old maya versions that have nothing to do with Maya and that aren't even interested in new versions. And already in XSI, despite being by far the most "forgiving", it sometimes happens that it's barely enough to deliver in time, enough that we couldn't have imagined what (or if) we would have delivered with anything else. Which is what I guess brought me personally to focus on comp (at 40, I can't/don't want to do the ~80h I use to) But I think that it's fair to say that the killing of SI, at least seriously hindered a major part of the small(er) (non-super-huge) shop market (where SI existed most), leaving the only other option out there that can (currently) otherwise 'take it' (very -technically- speaking). and why? Because Bifrost is coming? (sigh!) (and/or Maya wanted it all?) Success! Maya now has it all!
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- Rigging and Animation in Modo pedro santos
- RE: Rigging and Animation in Modo Maurício P . Cuencas
- Re: Rigging and Animation in Modo Perry Harovas
- Re: Rigging and Animation in Modo Tim Crowson
- Re: Rigging and Animation in Modo Angus Davidson
- Re: Rigging and Animation in M... Eric Thivierge
- Re: Rigging and Animation ... Tim Crowson
- Re: Rigging and Animat... Jason S
- Re: Rigging and Animat... Serch Mucino
- RE: Rigging and Animat... Maurício P . Cuencas
- Re: Rigging and Animat... Jason S
- Re: Rigging and Animat... Jason S
- Re: Rigging and Animat... Mirko Jankovic
- Re: Rigging and Animat... phil harbath
- Re: Rigging and Animat... [email protected]
- Re: Rigging and Animat... Sebastien Sterling
- Re: Rigging and Animat... Cristobal Infante
- Re: Rigging and Animat... philipp seis
- Re: Rigging and Animat... Angus Davidson

