Was just sarcastic and a bit drunk ;)

Le 16/10/2014 13:13, Sebastien Sterling a écrit :
No Olivier Not you ! they got you too ! :(

On 16 October 2014 12:10, olivier jeannel <olivier.jean...@noos.fr <mailto:olivier.jean...@noos.fr>> 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 <sku...@gmail.com
    <mailto:sku...@gmail.com>> 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.





Reply via email to