Those are unrelated problems.
Interpolators and better initial weight assignments are fine in Maya, if a
bit black boxed, possibly better than in Soft in fact, where DQ was ICE
only and initial assignment was always simplistic in the extreme.
The data is, ultimately, rather the same.

The problem is Maya's interaction model, editors, and data manipulation
tools make it harder to produce, visualize and refine the skinning maps
than it is in XSI.

It could be fixed and not change a single thing for existing assets, as the
issues are in how you deal with the data and the process, not the final
data or nodes as they exist. Using NGSkin, in example, doesn't mean your
assets will depend on it.

Same with better and more generalized attribute transfers, it could be done
and not affect a single asset a dozen years back. It's just a matter of
priorities and having the foundation work to support better editing in a
slicker manner.


On Thu, Sep 4, 2014 at 4:06 PM, Sebastien Sterling <
[email protected]> wrote:

> Do you reckon they will ever address this ? or will they just keep
> throwing pointless skinning algorythms at it every year, i expect that
> there excuse is that if they changed it, they might insta-fuck every
> production currently running at that time. A prim example of why Forcing
> people to adopt a rigid subscription model will be a disaster,
>
>

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