... 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. >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >> >

