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.