No you can't change the topology without messing up the weights. But nowadays, 
you can duplicate it, work on the duplicate and then, apply skin and copy 
weights from the original one.

In older Maya's copy weights wasn't very reliable and you would have to use 
some slow scripts to copy through xyz coordinates. But I haven't had any 
problem with newer versions.

If you forget to duplicate and change the topology, you're screwed.

Martin
Sent from my iPhone

> On 2015/11/ 24, at 2:14, phil harbath <[email protected]> wrote:
> 
> is Maya as good as softimage,  what I like about softimage is
> - ability to make changes to topology while after I have weighted (using 
> gator is pretty painless)
> - mixer is very  nice too.
>  
> looking at most products character animation is not a priority,  Softimage 
> got it right early and did not do much after.  After all this time, no 
> product seems to have surpassed it.  Modo appears to be working on it 
> however, I can’t say I have tried that part of it,  and I am reluctant to try 
> as for me Softimage is working great in that department,  although I am 
> looking or least listening to what others are saying.
>  
> From: Eric Thivierge
> Sent: Monday, November 23, 2015 11:52 AM
> 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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