When I read this I feel so happy using Softimage, really. It's a pleasure every 
day. I often work on things not necessarily but I have the free time to spend. 
For an extra mile to polish animation or renderings. Or cleaning scenes, make 
them more efficient. Setting up passes, things like that. The software got my 
back. ;)

 

sven

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Adam Sale
Sent: Friday, January 22, 2016 8:18 PM
To: [email protected]
Subject: Re: So.. Maya rigging is still a thing...

 

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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