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
>
>
>


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