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.
>>>
>>>
>>>
>>>
>>>
>>
>

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