... kind of went off there again a bit, sorry guys :P but god damn, GOD
DAMN !
[image: Inline image 1]

On Fri, Jan 22, 2016 at 2:33 PM, Sebastien Sterling <
[email protected]> wrote:

> 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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