Just to make sure nobody misreads this, the issue is not that
constraints are more powerful in one app than another, but rather that
there is no node GUI in Softimage to see its very similar looping
connections.

On Tue, Feb 3, 2015 at 9:34 AM, Raffaele Fragapane
<raffsxsil...@googlemail.com> wrote:
> As much as I'm ready to slam their skinning and mesh/stack handling (lack
> thereof) any day of the year, their scene graph is actually quite good.
> That graph is perfectly sensible to anybody with a rudimentary understanding
> of graphs, and in general the graph offers a pretty good representation of
> what is going on, and is not bad at all in terms of handling, name spaces,
> and in what you can do with custom nodes. It's a respectable balance between
> the actual operations under the hood (which if you were to draw 1:1 are hard
> to make sense of for a non-programmer) and a human readable graph.
>
> Constraints in Maya may seem overwhelming and tricky, and they are certainly
> slow, but they are a lot more powerful than Soft's have ever been, and
> certainly more manageable (non renameable, non re-orderable, overlapping non
> normalized stacks per object in Soft). What Maya lacks, which everybody
> writes internally if they have the resources, are some simpler transform
> hooks, something not too distant from what you could do with ICE on
> transforms, but considerably more intuitive and performant than Constraint
> nodes, something not really possible in Soft (where graphs and operators
> tend to live in a scene item sized pen).
>
> @Jordi: I routinely rig almost exclusively through the node editor and even
> with thousands of nodes in a rig (which is the average for us) have no
> issues tracking the operations. The NE itself is getting better, though it
> needs a lot more to be truly smooth, but it has the potential to get there
> if they don't suddenly stop working on it.
> I have my ideas about what doesn't work and what is needed, but there's a
> degree of overlap with things that have been shown in private demos and
> betas, so I can't expand on that any further, apologies in advance for that.
>
> The ONE thing I've always missed in Soft of Maya, literally the only one,
> had always been the scene graph and its handling, and while with the HG/HS
> mix it was powerful but absolutely F'ing impossible to handle, the NE does a
> respectable job of presenting it, a semi-decent one for authoring, and has
> the potential to get better.
>
> Fair's fair ;)
>
> On Tue, Feb 3, 2015 at 12:31 PM, a...@andynicholas.com
> <a...@andynicholas.com> wrote:
>>
>>  Oh god. I nearly threw up in my mouth looking at that ;) How would anyone
>> ever
>> know that hooking those nodes up like that would be a permissible
>> operation?
>>
>>
>> I'm sure this must make sense to someone, and I'd bet that there's some
>> genius
>> programming going on to make that work. But to me, that picture epitomises
>> everything that is wrong with Maya.
>>
>> A
>>
>>
>>
>>
>> On 02 February 2015 at 21:17 Mario Reitbauer <cont...@marioreitbauer.at>
>> wrote:
>>
>>
>> > Hey guys
>> >  Could someone explain me this ;)
>> >  I just can't wrap my head around why, what, when is
>> > executed/calculated.
>> >  And what is driving what.
>> >
>> >
>> >
>> >
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it and
> let them flee like the dogs they are!

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