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 >

