How many tris are there...Softimage can handle really large amounts of
triangles provided that there are few actual objects. WHereas Maya can
handle a frak-ton of nodes but not as many tris.

On Tue, Nov 25, 2014 at 9:52 AM, Cristobal Infante <cgc...@gmail.com> wrote:

> We are trying HD and half HD, nothing massive.
>
> Also, it even slow downs with the display in wireframe...
>
> On 25 November 2014 at 15:46, Eric Turman <i.anima...@gmail.com> wrote:
>
>> What is the image size? You can speed up your performance just by using a
>> half rez proxy to work with and reassign if you need to use it for renders.
>>
>> On Tue, Nov 25, 2014 at 9:42 AM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> Hi guys,
>>>
>>> Trying to load image sequences into a grid or image plane in Maya and
>>> the performance is reeeeaaaally poor.
>>>
>>> We are not sure what is causing it, since it seems better when the
>>> secuences are copied locally. We never had any issues with other software,
>>> so inclined to think we are missing something in Maya. We've tried TIF,
>>> PNGs, JPEG, the lot...
>>>
>>> Any ideas?
>>>
>>>
>>>
>>> On 19 November 2014 at 18:24, Sofronis Efstathiou <
>>> sefstath...@bournemouth.ac.uk> wrote:
>>>
>>>> +1
>>>>
>>>> yes please... Its a terrible system. I'm hoping there is a solution I
>>>> haven't stumbled across yet. Can we partition the outliner and assets in
>>>> any way (without using filters). Haven't used reference assets yet, but
>>>> assume they would still show up anyway...
>>>>
>>>> Sofronis Efstathiou
>>>>
>>>> Postgraduate Framework Leader and BFX Festival Director
>>>> Computer Animation Academic Group
>>>> National Centre for Computer Animation
>>>>
>>>> Email: sefstath...@bournemouth.ac.uk
>>>>
>>>> Tel: +44 (0) 1202 965805
>>>>
>>>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>>>
>>>> Student Work:
>>>> http://www.youtube.com/NCCA3DAnimation
>>>> http://www.youtube.com/NCCADigitalFX
>>>> http://www.youtube.com/NCCAAnimation
>>>>
>>>>
>>>>
>>>>
>>>> -----Original Message-----
>>>> From: Cristobal Infante [cgc...@gmail.com]
>>>> Received: Wednesday, 19 Nov 2014, 4:59PM
>>>> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
>>>> Subject: Re: more maya......
>>>>
>>>> And while you are it, make it possible to parent this sets to assets or
>>>> something. I can only imagine the total mess of having all the sets on the
>>>> same level when importing references.
>>>>
>>>> there is no harm in asking, right?
>>>>
>>>> Thanks,
>>>> Cris
>>>>
>>>> On 19 November 2014 16:31, Eric Thivierge <ethivie...@hybride.com
>>>> <mailto:ethivie...@hybride.com>> wrote:
>>>> I understand for non-trivial relationships custom editors would be
>>>> useful. Set driven keys is a perfect example. We're not really talking
>>>> about that though. We're talking about membership of a container where its
>>>> a one to one relationship. 1 set to 1 object. Its either a member or not. I
>>>> equivocate it to a parent-child relationship. Which you can do in the
>>>> Outliner. Hope this can be considered for workflow enhancements in the
>>>> future.
>>>>
>>>> Best,
>>>> Eric T.
>>>>
>>>>
>>>> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
>>>> Coming from softimage, you expect to do everything in the
>>>> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
>>>> scene hierarchy), and then there is the Relationship Editor for
>>>> connections, sets, driven keys, everything that's relationships.
>>>> It's unified and consistent in that way.
>>>>
>>>> it's possible that in the future Maya's Outliner will be more like
>>>> XSI's explorer but that doesn't help you right now so I don't preface
>>>> my posts with theoretical blah blah blahs.
>>>>
>>>> We started to introduce something like relationship editors later in
>>>> Softimage's life with the XSI Explorer, set driven key, keyable
>>>> parameter editor, etc. Rejean was a big fan of having views with two
>>>> Explorers side-by-side like Maya's relationship editors.
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


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