Adam Sale

Maybe if they get enough requests, they will EOL Maya :), that seems to be
there modus apparandi, "we have a software, we took their money, they made
requests, we canceled our software = no more requests !!!"

I would like to put on a braver face man, but they have had decades to look
into this stuff, and it doesn't look like they have any interest in doing
much more then shoving more stupid ineffective weighting algorithms.

 If you have devised any methods to survive this particular jungle, any
info is appreciated I'm sure i speak for all in this matter, that said i'd
hate to subject anyone to more maya time :P


I'm going to bring it up again cause quite frankly fuck them for still
unerringly daring not to have such a simple fucking feature, but hiding
polygons ? really ? guys ? this we can not have ?

it seems stupid, but people donm't seem to realise what a god send that
feature is,


if you are skinning a hand, and you want to weight the inside of the palm
so it isn't crashing in on itself...

if you wand to weight(or even model) a mouth bag, behind lips ...

if you have multiple pieces of geo making up your characters hair and you
want to weight them individually...


(in a "lesser" DCC (apparently) you would... hide.. the polygons?)


In maya the excuse you will be given, is "well you can isol"...FUCK OFF!!!
isolate is a stupid solution, that requires way to many steps, and requires
multy selections, something that for some retarded reason maya can't do ?!
and hides everything even the bones you want to weight to.

these are not small things, these are core functionality that is missing,
if you can't get this shit right then maybe you should not be in the
software game.


... kind of went off there again a bit, sorry guys :P but god damn, GOD
DAMN !

On 22 January 2016 at 19:32, Mirko Jankovic <[email protected]>
wrote:

> " 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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