Its 2016 already. Is there no other app that will ever take the place of
Maya? (Besides a future resurrection of Softimage which is not going to
happen. ) Sure I can use XSI when working on my own but if you need to work
on site it will now have to be Maya from now on. :(

On Fri, Jan 22, 2016 at 8:49 PM, Sebastien Sterling <
[email protected]> wrote:

> "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.
>>>>
>>>>
>>>
>


-- 
www.johnrichardsanchez.com

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