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
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>
>
> ------------------------------
> 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!
>

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