There was one nightmarish bug with joints i came across in 2012, when rotating a characters limb, the gizmo would would not respond, there would be a short pause, then all of a sudden the joint would snap to that position, and if you ctrl-Zed the joint would treat this new position as it's default pose. this happened with annoying frequency, sometimes even when rotating something like a primitive sphere.
On 6 September 2014 13:42, Manuel Huertas Marchena <lito...@hotmail.com> wrote: > @Raffaele, I never assume anything is crap just by default. That being > said I ve been experiencing tons of small anoying "bugs" this last week > using maya (besides the uvtool) while doing modeling on a very highres > asset. (ex: viewport goes suddenly completely black.. then comes back after > a while > and keeps doing it repeatedly, All of the wires in my objects suddenly > change color when going in/out isolate mode, maya constantly crashes > combining meshes, > edge selection issues (maya was keeping some edges selected although I > deselect them and changed component mode, also It was not selecting some > edges although having click onto (this happened rarely but still!) and some > other stuff like that (btw, I tried a similar mesh in xsi without any of > these issues). > > That without mentioning workflow compared with xsi... but well that I > understand is personal preference. So yes, I was not in the best mood, > when I tried the uvtool yesterday. > And it was good to know that at least it was not working correctly because > of the service pack not being installed yet. > > So far I can say that my modeling workflow is 90% similar to xsi ( I have > almost everything mapped to hotkeys and tend to rarely use the shelf > buttons/hotbox at least for modeling, hotkeys do similar operations in both > maya and xsi in my setup) but I have the impression that the tools are not > well implemented, example the modeling toolkit. Why does maya need two > modeling > workflows? ex: you have the regular extrude and also the modeling toolkit > extrude tool...! (I mostly use the mod kit tool tools) so yes tools are > there, but I feel it is a bit convoluted the way > they are implemented. ex: some colleagues were not aware of the modeling > kit tool operations and used legacy ones, although there are tons of good > stuff in the modeling toolkit (dR_"..."), but because its a bit under the > hood it might not be obvious. > > Also about the "uvtool" why does this tool needs to be a downloadable > "bonus tool"? why is not a default method? > In any case, I look forward to improve my experience with maya. I am not a > software fanboy at all and understand this are just tools in the end. But > surely its a bit hard to hold back on comparing having used xsi previously > :) > > btw, yeah is good to know about the tension display and shell management, > I ll definitely will take a look on that, thanks! > > cheers > > > > -Manuel > > > > IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio > <http://envmanu.com> <http://envmanu.carbonmade.com/>| Vimeo > <http://vimeo.com/manuelhuertasmarchena> | Linkedin > <http://www.linkedin.com/in/manuelhuertas> > > > ------------------------------ > Date: Sat, 6 Sep 2014 12:57:37 +1000 > Subject: Re: maya uv tool broken? > From: raffsxsil...@googlemail.com > To: softimage@listproc.autodesk.com > > > Unwrapping UVs in Maya 2015 is one of the very rare things where I find > Maya to actually be better than most stuff out there that isn't strictly UV > centric (and the UI isn't a throwback to the early 90s SGI like UVL's). > > Unfolding works as well as it did in Soft, like Luke said, but on top you > have tension display and better shell management. > Worth a shot instead of resisting it and assuming it's crap by default. > > > On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena < > lito...@hotmail.com> wrote: > > sp1 was not installed yet indeed!! thanks for the help > > > ------------------------------ > From: cgc...@gmail.com > Date: Fri, 5 Sep 2014 22:37:49 +0100 > Subject: Re: maya uv tool broken? > To: softimage@listproc.autodesk.com > > > Thanks I will look into it, it seems to be a new feature: > > > http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html > > > On 5 September 2014 21:47, Luc-Eric Rousseau <luceri...@gmail.com> wrote: > > On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante <cgc...@gmail.com> > wrote: > > Hi Luc-Eric, > > > > Was having a goodl ook at the Maya UV editor today and it seems pretty > good. > > The only thing I didn't manage to do was to tear off polygons.. Is this > > possible? I do this all the time in Soft! > > Hello, I'm not a UV editor user in either apps, but if you mean the > "tearing" mode toggle in Softimage, there isn't a mode in Maya for > that. You would select polygon and then Create UV Shell. It also sets > the selection mode to Shell, so you can move it immediately. If you > mean something else, I can ask a colleague. > > > > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >