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>

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