There are good things, and bad things. You can certainly go with it, countless movies and commercials prove it's possible, but you do have to change mentality quite drastically as out of the box you get a much less complete experience. While the much vaunted open-ness of the platform discussed in a previous thread is there and has its benefits, it also comes with a price.
Personally I always liked the scene graph paradigm in Maya and with the Node Editor now it's exposed relatively well even for authoring, and that's certainly a plus and rather flexible. It also comes with a rather hefty price in managing it though. @Enrique My relatively limited experience with it insofar is that, if you know the pitfalls and take due care, it's OK, but you do have to move very, very slowly and possibly wrap a fair bit of functionality to make sure things are usable, trackable and reliable. e.g. I found a nasty bug with some nodes (some of them rather important ones) being mis-flagged and therefore being prone to deletion (partially fixed in 2015 ext1 I'm told, haven't checked yet), and had I not wrapped and secured around those, which requires locks and therefore interferes with standard tools operations, it'd be a world of pain. Basically you have a half decent toolbox, but you have to put a lot of blocks together to make something reliable out of it. On Tue, Sep 16, 2014 at 5:22 PM, Sebastien Sterling < [email protected]> wrote: > Some day something will have to replace it, please god we can not keep > going like this ! :( > > On 16 September 2014 07:34, Raffaele Fragapane < > [email protected]> wrote: > >> 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! >> > > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

