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.
>>
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