1) Assets sort of work now. Studios aren't using them because very few places are using recent versions of Maya, and they have been a buggy disgrace for a while from what a lot of people who tried told me. I've started testing them and so far so good, but it's a metric ton of work to build around them.
2) It's not so much weaker, as much as it's not neatly organized. Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the nodes that exist in a scene that don't correspond to the summation of all nodes present in the assets imported. A lot of places did just that (scanned the scene for that difference and saved out the lot) for a long time, actually. No, there isn't anything quite like delta, but the difference is recorded in terms of nodes connected to a referenced asset. The contents aren't always clear cut though, and there are quite a few nodes that will behave buggily or get completely creamed out if added. 3) Yes, OM2 is OK and quite fast at a few things, but not yet all pervasive, and it generally writes and reads like the arse of a homeless leper, and when prototyping has the agility of a brick on sandpaper. I simply gave up on Python in Maya at this point to be honest and simply go straight to C++ even for trivialities, with the exception of Qt/UI work. On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero < [email protected]> wrote: > Hey guys, > I am biting the bullet and transitioning our pipeline over to Maya with > the support of Fabric a lot of our RnD Development. > > I have a few questions that I can't seem to find concrete answers for that > I was hoping you guys could help me out with, I know that this is a > Softimage mailing list, but because of that I expect that you guys will > have the context necessary to help me out. > > Here are my questions > > 1. Is there an equivalent to Models in Maya? How do they encapsulate rigs > and assets? I have looked at the Assets feature that came out in Maya 2011 > and there is some pretty impressive stuff in there, but it seems that none > of the big studios are using that. Are the studios simply using > Namespaces? Cuss that seems pretty horrible. > > 2. Referencing seems much weaker in Maya, I guess that there is no Delta. > If not, where is the Delta information stored? My friend Daniele says > that it's just nodes in the scene, and is saved with the scene. Is there no > centralised menu or place where I can find the connections to the scene and > the referenced object, basically... is there ANYTHING like a delta? > > 3. Is it worth me learning Pymel? I have started and it seems pretty easy > to transition over. The syntax is actually pretty simple. But the studios > that I'm talking to seem to all use the native Python integration. > > > Thanks in advance for any information shared. > > best, > Enrique > > > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

