No problem, i had to get it in there. :), sorry for the noise. On Mon, Nov 23, 2015 at 11:03 PM, Eric Thivierge <[email protected]> wrote:
> Sorry Ognjen, we were specifically talking about animation. Rendering is > definitely an area where it needs work. > > Eric T. > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > On Mon, Nov 23, 2015 at 4:54 PM, Ognjen Vukovic <[email protected]> wrote: > >> >I'd like to know a concrete example of where you had to do something >> that took significantly more time and more people for every day tasks. :) >> >> -Setting up render passes. >> -Getting maya ipr to render correct camera :D >> >> On Mon, Nov 23, 2015 at 6:48 PM, Andres Stephens <[email protected]> >> wrote: >> >>> I would say so. They are similar now though. SI's animation clip editor >>> is still more feature packed than Mayas (well by comparing the >>> documentation). Both have animation layers, keysets, dynamic fcurves, >>> dopesheet, editable keyframes on a timeline? (Softimage only?).. I would >>> say softimage animation actually has an upper edge over Maya, mainly >>> because of nondestructive keyable operators and attributes.. But they are >>> similar. Which came first, I would say XSI.. If I recall, Alias Maya >>> incorporated Softimage animation tools after being bought..? >>> >>> Could be wrong, but interesting thought. Softimage being innovative when >>> it comes to animation. >>> >>> >>> >>> >>> -------- Original message -------- >>> From: Eric Thivierge <[email protected]> >>> Date: 23/11/2015 11:53 (GMT-05:00) >>> To: [email protected] >>> Subject: Re: Have a question an alternative tool >>> >>> Then I ask you, what was different between the Softimage animation tools >>> and Maya animation tools? Could you say that Softimage was innovating in >>> that area? >>> >>> Eric T. >>> >>> -------------------------------------------- >>> Eric Thivierge >>> http://www.ethivierge.com >>> >>> On Mon, Nov 23, 2015 at 11:40 AM, Derek Jenson <[email protected]> >>> wrote: >>> >>> To me, the words "industry standard" means no innovation in over a >>> decade. >>> Photoshop, industry standard. >>> Renderman, industry standard. >>> Maya, industry standard. >>> >>> ------------------------------ >>> From: [email protected] >>> Date: Mon, 23 Nov 2015 10:42:12 -0500 >>> Subject: Re: Have a question an alternative tool >>> To: [email protected] >>> >>> I'd like to know a concrete example of where you had to do something >>> that took significantly more time and more people for every day tasks. :) >>> >>> Eric T. >>> >>> -------------------------------------------- >>> Eric Thivierge >>> http://www.ethivierge.com >>> >>> On Mon, Nov 23, 2015 at 9:52 AM, Mirko Jankovic < >>> [email protected]> wrote: >>> >>> agree about moving on but for the time being if for the same task in >>> softimage you can do alone and in 4 days and in maya or anything else you >>> need 3 more guys and double or more time... >>> anyway I will shut up now :) >>> >>> On Mon, Nov 23, 2015 at 3:23 PM, Eric Thivierge <[email protected]> >>> wrote: >>> >>> Hey Dan! Long time no see! :) >>> >>> >From my point of view Maya still seems the best choice. They're working >>> to push the Game pipeline / integration stuff more and more and their >>> animation tools are the industry standard. I don't really have experience >>> with any other DCC's so I can't give an opinion on those. C4D did seem to >>> have a lot of tools / options from what I saw from the motion graphics >>> folks I know. >>> >>> Sticking with Softimage for the time being is OK in my opinion, as long >>> as you're training up on another Software as new technologies and tools >>> won't be available for Softimage moving forward. >>> >>> Best, >>> Eric T. >>> >>> >>> >>> >>> >> >

