That video gave some very thrilling insights and the presentation style by Andrew was
very enjoyable, too.

The handling of self-intersections and fusing of surfaces into a unified shell is really desireable, especially if it doesn´t inflict a modification of the entire surface topology but is a more localized effect, compared to a dynamesh workflow that can easily destroy surface details when resurfacing
elements into a combined result.

The entire modeling process shown, even in this early stage, seemed very fluid, intuitive and desireable.

Like clay.

I can very well understand the frustration about the realities of working with many of the tools implemented in Maya and am finding myself with the general impression that more often than not, a tool or workflow will be developed only so far, then ressources seem to be drained and focus is put on something else, leaving the user with a toolset that can cost a lot of time to realize it won´t solve the problem given as understood.

Like needing to clean up the house. You get a Broom and even a Dustpan but the Dustpan has been knotted to the Broomstick using a nice cord but that cord is to short. Cutting that cord breaks the stick but not cutting it breaks the desired workflow of sweeping the dust with the broom into the pan. The suggested workaround is to use two sets of "Broom&Pan", one to sweep up and one to catch the dust with the pan. Four hands required or performance may suffer...

This kind of development result is not unique to Maya.

We have an airport in progress here in Berlin that suffers from the same 21st century approach to problem solving.

Breaking up things into seemingly simple tasks, making a bullet point list and then just checking off each of those tasks when completed doesn´t automatically result in a working result at the end. That´s just 21st century pencil pushing and leads to depreciated results, completely ingoring any higher levels of task dependencies for a successful completion.

That´s not the fault of the worker bee.

It´s the fault of the guy signing off the budget based on a bullet points simply omitting:

-quality control
- test
- additional r&d
- test
- v 2.0
- test
- ...

from that bulletpoint list.

That´s the cost intensive, tedious and boring part of creating a Broom&Pan that may actually work as needed, even if all that has changed in the end is that finally, the cord is longer. It can be very tempting to instead go ahead,
ignore the Pan problem completely and just sweep things under the rug...


Cheers,

tim
















Am 17.08.2015 um 03:10 schrieb Perry Harovas:
I agree Martin,

I actually really respected the presentation and thought it looked good.
I don't know what all the anger is about with regards to this presentation...

For God sake Andrew is a modeler. He is one of us.
He makes really great points here, and the tech looks interesting.



On Sun, Aug 16, 2015 at 8:27 PM, Martin <furik...@gmail.com <mailto:furik...@gmail.com>> wrote:

    I'm not happy with their decisions, prices and now rental services
    but is it really necessary to bash Autodesk for every single thing
    they do?

    This time I don't see what they are doing wrong. They are
    developing something and showing a preview video.

    Martin
    Sent from my iPhone

    On 2015/08/16, at 20:59, Mirko Jankovic <mirkoj.anima...@gmail.com
    <mailto:mirkoj.anima...@gmail.com>> wrote:

    Cesar, development is nothing without completing full working
    usable product.
    Nice PR video is nothing if you cannot use the tool in daily
    production without pulling your hair. If it isn't polished tool
    that you can relay on in production then it is just nice PR
    video. nothing else.

    On Sun, Aug 16, 2015 at 12:39 PM, <mikael.petter...@gmail.com
    <mailto:mikael.petter...@gmail.com>> wrote:

        Looks very cool, actually!

        Skickat från min iPhone

        16 aug 2015 kl. 11:07 skrev Cesar Saez <cesa...@gmail.com
        <mailto:cesa...@gmail.com>>:

        I think you guys are missing the point, the talk is not
        necessarily about maya but the evolution of modeling tools
        and where new developments are going to.

        On Sun, Aug 16, 2015 at 5:49 PM, Mirko Jankovic
        <mirkoj.anima...@gmail.com
        <mailto:mirkoj.anima...@gmail.com>> wrote:

            Frankenstein with bunch of parts that doesn't work
            really well on e with another and falling apart....
            vision off Maya

            Just keep slapping items to fill PR announcements how
            cool things are being made, but in reality they are good
            for nothing

            On Sun, Aug 16, 2015 at 8:16 AM, Tenshi .
            <tenshu...@gmail.com <mailto:tenshu...@gmail.com>> wrote:

                So you're waiting for the Maya 2017 to have this? or
                this comes in the 2016?

                Anyway i don't think Autodesk will go the for the
                'real development' route. They've never did
                something that users could enjoy in the time it was
                needed the most. S if you want a 3D software that
                can do the same with good framerate, good
                integration, go back to 2002, maybe before that year
                with plugins,

                Oh btw Maya shows more errors when i open it,  not
                again! Does this "Mudbox Plugin" will do that as
                well? Oh wait a second this is Mudbox in Maya? Oh
                sh...!! I haven't notice your Excellent "Vision" for
                the future Autodesk, i'm so sorry.

                We can add Mudbox to the death apps list now? =/

                On Sat, Aug 15, 2015 at 4:51 PM, Pierre Schiller
                <activemotionpictu...@gmail.com
                <mailto:activemotionpictu...@gmail.com>> wrote:

                    They had to 2X speed because even with monstrous
                    cards couldn´t have been possible to showcase.
                    HAHHAHAH!!
                    My stomach aches.
                    Modo had been on sculpting for the past 3 years
                    even on low end cards.
                    And I bet for the mayans, in time all they will
                    use that sculpting module, will be to crack and
                    bake cracked walls sculpts.
                    Just sayin´...

                    On Sat, Aug 15, 2015 at 3:07 PM, pedro santos
                    <probi...@gmail.com <mailto:probi...@gmail.com>>
                    wrote:

                        
https://www.youtube.com/watch?v=kdSx4a0tDQw&feature=youtu.be&t=465

                        Integration is the word here. As we've seen
                        bits of things in many places but not under
                        the same package room using the same
                        standard package tricks. Not hot for Maya,
                        and one still needs to see how they keep
                        artsy people working on the surface without
                        having to immediately deal with Maya's
                        entrails, but looks good.

                        Cheers




-- Portfolio 2013 <http://be.net/3dcinetv>
                    Cinema & TV production
                    Video Reel <https://vimeo.com/3dcinetv/reel2012>








--





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

-25 Years Experience
-Member of the Visual Effects Society (VES)

Reply via email to