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

