" I have learned how to work around all these issues,"

And again it proves correct.

With Maya you workaround
with Softimage you work!

On Fri, Jan 22, 2016 at 8:22 PM, Greg Punchatz <[email protected]> wrote:

> Does not sound fun....
>
>
> On Friday, January 22, 2016, Adam Sale <[email protected]> wrote:
>
>> 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.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>

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