"I'm still holding out that fabric engine will become a solution for
rigging"

Here, here man !

"I can paint weights and build a rig in Maya using fabric to do all the
heavy work. I can paint weights and build a rig in Maya using fabric to do
all the heavy work. "

so you can build a Rig in fabric, as a generalist ?

can you paint weights in it as well ?

I too hope Fabric blossoms into the next era of DCC's

On 23 January 2016 at 00:48, Michael Amasio <[email protected]>
wrote:

> I'm still holding out that fabric engine will become a solution for
> rigging.  It's not all that magical for something complex in Maya.  Which
> as I'm sure several of you have discovered is a bit of a Maya problem.
> I can paint weights and build a rig in Maya using fabric to do all the
> heavy work.
> But when it approaches the quality I require, fabric is providing all the
> computational speed I need , BUT all that speed is lost as it converts data
> back and forth between data Maya can use and KL.   I actually get faster
> results out of the new Maya GPU accelerated.
> ...but faster results out of XSI.  Good old XSI.
> I love it when a studio has like one license for XSI.   I always snatch it
> up and never turn my box off.
> I've made a career off of lurking in the background making stuff like 5
> times faster in XSI.
>
> I know it's childish to enjoy, but I still enjoy a good rant about the
> pain of rigging in Maya.
> On Jan 22, 2016 3:31 PM, "Eugene Flormata" <[email protected]> wrote:
>
>> Yah, not sure why there's no improvement in the processflow for rigging
>> in that much time, almost in any program i see, so many advancements in
>> modeling. but nothing for rigging.
>> no zbrush of rigging so to speak.
>>
>> I like how there's notes and tips even when you just turn on the
>> quaddraw. feels really thought out.
>>
>> a lot of maya feels like different programs just stapled together in a
>> package
>> vs XSI's whole package made for one user mentality.
>> I just thought quad draw had that feel to it.
>>
>> I've not made any rigs in maya yet, and all my XSI rigs were pretty basic
>> but at least while I was rigging, i wasn't punished for something i
>> wanted to go back and change in XSI whenever you learned something about
>> your mesh you wanted to animate.
>> which the real benefit to the XSI over maya, it reduced the number of
>> iterations in the learning process.
>>
>>
>>
>> On Fri, Jan 22, 2016 at 3:18 PM, Eric Turman <[email protected]>
>> wrote:
>>
>>> I'm glad you are liking your new modeling tools, Eugene. However I
>>> believe that it is important to make the distinction that it is not about
>>> the confusion in Maya rigging--at least not for me; I do not find Maya
>>> confusing at all. What the huge issue with Maya is that its limited rigging
>>> tool-set combined with archaic workflow make the task of rigging drudgery.*
>>> Drudgery* is the key word more than confusion. I have made many
>>> character rigs in Maya over the past fifteen-plus years and Maya still
>>> sucks at it.
>>>
>>>
>>

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