"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. >>> >>> >>

