No Olivier Not you ! they got you too ! :( On 16 October 2014 12:10, olivier jeannel <[email protected]> wrote:
> You must be lying, Maya API is super, and don't forget it's open. > > > > > Le 16/10/2014 11:46, Sebastien Sterling a écrit : > > Dry your eyes mate, we all hurt. > > AD does not care about making Maya a good package for the individual, > they do not conceive of the necessity of people having to use it outside > the huge studio paradigm where 20 TD's and devs can "fix" it. > > They are not a software developer, they have firmly demonstrated that > they are a software leaser. > > There is no heat, no passion to create the best user experience, there > are only ZUUL (i mean quotas). > > And that is effectively the crux of the problem. > > They couldn't even integrate NEX properly, was talking to a maya rigger > friend recently, apparently the new modeling tools clash horribly with the > old, functionality unevenly spread over or compensated, having you jump all > over the UI. he blatantly said, "forget about it they broke everything, > what makes it good for rigging and animation makes it bad for modeling. > best wait for what ever new package may come out, they will never fix this." > > And always the bull shit excuse that these things take time and we are > integrating it as fast as we can stick with us. > > That it takes 3 years (or moar...) to implement something like bitfrost i > can concede, it's bull shit but i can understand it, but then why EOL the > only other package in existence that has anywhere close to the same > functionality, before the bitfrost is completed. > > Further more if it took you more then one year to integrate NEX, i'm > sorry but you have failed ! this shit is not rocket science to any other > dedicated software company. > > Entering year 3 of NEX being in maya and it still not a paradigm that > functions on its own merits for modeling. that's 3 years to integrate a > piece of technology, that you didn't EVEN HAVE TO WRITE !"!! > > But then again i suppose it took them more then 15 years to fix > rigging... ow wait what's that ? Ow yes that's right THEY didn't ! Instead > They throw a new algorithm pinched from student papers every fucking year. > expect to see delta mush in the next release, a feature develop by Rythum > and Hues probably in 1998, and readily hand replicated by users in maya > houdini and softimage !!! > > On 16 October 2014 09:48, skuby <[email protected]> wrote: > >> 1. When, where and how is the Humanize Maya effort going (if at all?). >> 2. Has anyone made a dedicated effort to manually configure Maya's >> hotkeys and or UI? >> >> I took a several months long, extremely dedicated effort to make a full >> jump back over to Maya, after years of being with Soft and having left >> Maya behind for dead, and today I've finally had it, enough is enough, it's >> just not going to happen without further and very serious developments. >> >> I am convinced, that a dedicated TD could fully work out the process of >> mimicking Soft's sticky key system with-in Maya. The interface for >> recognizing keypress down and keypress release is already existing, however >> each command and tool would need to be assigned a well thought out place on >> the keyboard as well as a memory function script addended to each hotkey so >> that when it is pressed and held, the previous tool being used is recorded, >> so that after the mouse commands were entered (for splitting an edge loop >> at a selected place on the model for example) that the key can be released, >> and the last used tool or method was recalled (for example immediately go >> back to working in multi-component move mode). Aka, by default in soft, I >> can be in multi-component tweak move mode, pushing and pulling around >> points, edges and faces as if my geo were a sculpture, and then at any >> moment, hold down the "]" key, click the mouse where I want to split in an >> edge loop - immediately giving me a loop where I want it, clicking again >> where and if needed to add further loops, and upon finally releasing the >> "]" key, I am automagically and immediately brought back to multi-component >> move mode where I can continue refining OR whatever previous function I was >> using in some other case. This entire sticky key system is possible, I >> believe, to mimic in Maya, but it is a lot of work, and it is work >> unrelated to the direct process of being an artist and making 3D worlds and >> inhabitants and bringing them to life. In other words, it's a major >> distraction for an artist to approach and would be better handled as a sold >> separate tool that one could buy to accompany their Maya installation. >> >> I cannot seriously entertain a further continuation of using Maya as a >> primary dedicated package without such a previously described >> implementation developed -either internally via the Humanize Maya project >> (which may be an effectively dead effort for all that I know or can see) or >> externally via a sold separate plug-in installer from a dedicated 3rd >> party. There are other severe issues with Maya that I have but cannot even >> begin to whole-heartedly address without the above considerations first >> being fully solved. (aka The Unfold tool is far inferior in function and >> usage, the new nodal base editor for Maya is far inferior in it's >> presentation and use-ability, the ICE clone is in a very early state of >> presentation and not a system worth considering taking the time to learn vs >> ICE or Houdini, the Hypergraph is far inferior extremely dated and totally >> cumbersome by comparison, as well both the Attribute editor and Outline are >> far far far inferior in usage after a very thorough examination and >> comparison etc., etc., etc.) >> >> Aka. Just installing Maya, and assigning loop split, point weld, extrude >> and all of my other basic modelling functions to memorable hotkeys, isn't >> cutting it and is slowly driving me mad since I am really trying to take >> this full jump seriously. Even the familiar F8 command to exit component >> mode and return to object mode still, after 15+ years, sometimes >> inexplicably requires to be pressed twice because it doesn't work properly >> the first time, and other such oddities and confounding workflow >> complications (component selection memory for example).... >> >> Please someone advise me!!! For the time being I am going back to >> Softimage full time for modeling, uv, rigging and animation and relying on >> exporting (cleaning/completing the results as needed in another package >> (like Maya) and then sending to game or external render). This isn't a >> long term solution as it will continue to decay and depreciate over the >> years moving forward, especially as new tools and functions are released >> for other packages and accessories (in particular brand new functions/tools >> that would be best used in your primary package, aka. Softimage), however, >> I don't have a choice unless I continue to allow Maya or it's present day >> alternatives to drive me completely bonkers. A serious solution is >> required, please advise. >> > > >

