It may not be the only solution, it is really up to you.

On 23 January 2016 at 18:54, F Sanchez <[email protected]> wrote:

> 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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