I must say guys, that I'm really impressed with the work that the team is doing. They are genuinely worried about improving Maya in all aspects. I do have some rage moments too but its unfair to them. The future looks bright :) Tks Maya team.
Mário Domingos www.mariodomingos.com Sent from my super iPhone > On 27 Nov 2014, at 03:48, Shuting Chang <[email protected]> wrote: > > Hi Tim, > > Great feedback! I’ll definitely take this into consideration in our UI > interaction revamping work. I will pass this to animation team too. > > Thank you, > shuting > > From: Tim Crowson > <[email protected]<mailto:[email protected]>> > Reply-To: > "[email protected]<mailto:[email protected]>" > <[email protected]<mailto:[email protected]>> > Date: Wednesday, November 26, 2014 at 11:53 AM > To: "[email protected]<mailto:[email protected]>" > <[email protected]<mailto:[email protected]>> > Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor > > Definitely want to echo Eric's points. I don't subscribe to the general 'make > it like XSI' statement as it's far too vague to be actionable, so Eric's > specific suggestions sound spot on to me. > > Also, one of the things I miss from XSI is the ability access to more > commands from the context menu in the attribute editor. For example, in Maya > we can right-click on a channel in the AE and we have some options like > Create Expression, Set Key, etc... But I would also like to see more commands > similar to what we have in XSI, like the following: > > -Animation Editor > -Remove Animation > -Copy Animation > -Paste Animation > > I find that having access to these directly from a PPG/AE is really helpful. > > -Tim Crowson > http://www.timcrowson.com > > On 11/25/2014 8:57 PM, Eric Thivierge wrote: > Hi Shuting, > > Nice to chat again. :) The biggest thing for me is the ability to be able to > have an attribute editor like the PPG's we have now to edit multiple object's > parameters at the same time. Not only that, but simply having an AE open then > selecting a new object and having it update with the new object's values > which can be editable saves tons of time. It's one window you have open at > all times and you know where it is. Changing selection will update that > window and you don't have to open another window just to get back to the same > parameters. > > Outliner needs more filtering like the Softimage explorer. Sometimes I want > to see just objects, sometimes I want to show properties, then show > parameters. I want to be able to easily and quickly change filters from a > drop down list. > > One thing that doesn't get mentioned much is the transient explorer view. > Hitting F3 in Softimage (when there is no Synoptic or Annotation property on > the selected object) pops up a temporary window that show the selected > objects and its properties / params to easily select / open a PPG from. This > I think is an essential tool when working in ICE. It will probably become > more obvious when bifrost is going to be expanded for other purposes. > > Thats all I have for now. > > Eric T. > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang > <[email protected]<mailto:[email protected]>> wrote: > Hi there, > > I’d like to say that Maya is really moving forward. We are looking into > improving Outliner and Attribute Editor. > I know the strongest request is to have multiply dock-able Outliners and > Attribute Editors with the function to pin to certain objects. > > Other than that, I won’t list any thing else as I don’t want to lead the > direction of the discussion. How we improve the Outliner and AE is totally > decided by your input. Please let us know what bothers right now and how > current Outliner and AE are blocking you. > > Ideas and Inputs please. > > Thanks in advance for you help. This means tremendous for us. > Shuting > > > -- > > > > > <winmail.dat>

