" 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. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >>

