Sebastien... re rigging in Maya you come back and the skinning tools are still, shit. The weight painting is a death sentence, the weight smoothing, is a death sentence, the UI for scrubbing through the list of deformers makes me want to snuff it, they still expect you to lock every single joint, less it start firing weights randomly into other deformers. erase influence in a finger, it ends up in a leg... more then just the crippled demented functionality, the feel of the whole thing is off, having to reload the weighting interface every time you want to translate or rotate a bone.... the list goes on and on,
Bang On. On my latest face rig in Maya, the back and forth between weights bleeding onto unrelated joints a mile away is insane. The locking and unlocking thing doesn't really work the way you think it should. I mean, even if the joints are locked, you can still edit their weights, which I guess means that locking is only good for the normalization process when Maya decides to reassign loose weights elsewhere. Joint orients, Lack of access and functionality to weight editors, paint weights that need reloading constantly. I have learned how to work around all these issues, and I think i will post a video at some point, so I can remember myself ;-) Without giving anything away based on our NDA, those of us SI folk on the Maya beta list, have been hammering rigging reform for a couple of years now. There is a giant list that's been assembled, and waiting for implementation !! Adam On Fri, Jan 22, 2016 at 5:05 AM, Olivier Jeannel <[email protected]> wrote: > Amen to that Ognjen ! > > > On Fri, Jan 22, 2016 at 1:49 PM, Ognjen Vukovic <[email protected]> wrote: > >> I suppose at the pace sideFX are steamrolling their app, it could be a >> functional animation software given a year or two. But thats just a guess >> from my side, maybe someone could comment on that who has a bit more >> knowledge on H. >> Then it could easily snap out the mayas position of industry leader, I >> just wish indy version would support the redshift plug in thats coming out, >> that would make it a no brainer for me personaly as to where i would pledge >> my allegiances to.. >> >> On Fri, Jan 22, 2016 at 12:05 PM, Sebastien Sterling < >> [email protected]> wrote: >> >>> Is Fabric at a point where one can use it as a stand alone rigging and >>> skinning platform i wonder ? not much hope of getting studios to adopt, >>> specially not those that rely on sweat shops. but it would be nice to try >>> and sow some better seeds. >>> >>> Softies i love you all, sorry for venting but sometimes it really feels >>> desperate, to come back to rigging in maya a decade later and the most >>> impactful thing to be added is, delta much, tech from another dying >>> company, that everyone and there dog was able to replicate it seems. >>> >>> But no, you come back and the skinning tools are still, shit. The weight >>> painting is a death sentence, the weight smoothing, is a death sentence, >>> the UI for scrubbing through the list of deformers makes me want to snuff >>> it, they still expect you to lock every single joint, less it start firing >>> weights randomly into other deformers. erase influence in a finger, it ends >>> up in a leg... more then just the crippled demented functionality, the feel >>> of the whole thing is off, having to reload the weighting interface every >>> time you want to translate or rotate a bone.... the list goes on and on, >>> >>> On 22 January 2016 at 10:23, Tom Kleinenberg <[email protected]> wrote: >>> >>>> Heh, sorry, what I meant was sad was the blind crowd-think. I learnt >>>> pretty quickly that that any tool can do anything (when at a Lightwave >>>> studio and they were trumpeting how Lightwave was used for bits of >>>> Ironman). Some tools are just easier than others for certain tasks and >>>> Softimage does 90% of what I do in the easiest way I've come across. >>>> >>>> And no Sandy, you never got my rigging, not even in XSI :) One day, one >>>> day... >>>> >>>> On 22 January 2016 at 10:10, Sandy Sutherland < >>>> [email protected]> wrote: >>>> >>>>> We never got you rigging in Softimage then Tom - ;) >>>>> >>>>> S. >>>>> >>>>> On Fri, Jan 22, 2016 at 10:05 AM, Tom Kleinenberg <[email protected]> >>>>> wrote: >>>>> >>>>>> At college we were taught Max and Maya. Maya was by far the most >>>>>> popular with students. I never much cared for it, so I always asked "What >>>>>> do you like about it over Max?" I couldn't ever get a straight answer and >>>>>> was generally fobbed off with something like "Well, they used it in the >>>>>> Matrix/Lord of the Rings/etc". Made me sad. >>>>>> >>>>>> On 22 January 2016 at 09:42, Olivier Jeannel <[email protected]> >>>>>> wrote: >>>>>> >>>>>>> That is very true Stefan. >>>>>>> And people look at you weird just because you're not in the Maya >>>>>>> majority... >>>>>>> It's like speaking of the taste of chiken inside a kfc, nobody get's >>>>>>> a clue. >>>>>>> >>>>>>> On Fri, Jan 22, 2016 at 9:10 AM, Stefan Kubicek < >>>>>>> [email protected]> wrote: >>>>>>> >>>>>>>> There are only two kinds of 3D Artists: >>>>>>>> Those who use Softimage, and those who never tried. >>>>>>>> >>>>>>>> The story of Softimage's demise is one of ignorance. >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> But they don;t know for better so burning bed for them is as good >>>>>>>> as it gets. >>>>>>>> They have no idea what is a fluffy feeling of Softimage around you >>>>>>>> :( >>>>>>>> >>>>>>>> On Fri, Jan 22, 2016 at 8:26 AM, Gerbrand Nel <[email protected]> >>>>>>>> wrote: >>>>>>>> >>>>>>>>> I know many of us are forced by employers or situations to convert >>>>>>>>> to maya. >>>>>>>>> My heart goes out to you! >>>>>>>>> But the rest of you fuckers who choose to go to maya over all the >>>>>>>>> other options out there. >>>>>>>>> You have made your beds, now burn in them. >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >

