Man I feel you guys’ pain. 

I haven’t rigged in Maya for a while, but the thing is if you’ve been in Maya 
land for some time, then you kinda get to know how it works and get the best 
from it. Many guys like it, because they can get quiet deep into it, but like 
anything it’s not without its eccentricities. If you’re gonna keep on comparing 
to Soft though, then you’re in for constant disappointment. But holey moly 
don’t go near Max for rigging, imho. :)

 

As Adam says, there’s been a lot of talk on Beta about the rigging and without 
breeching NDAs there is a desire to start addressing stuff. It seems the work 
on the parallel performance in 2016 perhaps might be the start of that. 
Certainly that stuff has gone down well with people.

 

On the modelling front, Maya’s been going through an overhaul in recent 
versions. Up to 2016 there was a lot of overlap between what was the NEX stuff 
and the legacy Maya tools, but a lot of that got fixed in 2016 onwards. Imo I 
like the modelling in 2016, it’s in a very good state. The improvement in the 
pivot editing alone was worth it.

 

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Sebastien Sterling
Sent: 24 January 2016 09:06
To: [email protected]
Subject: Re: So.. Maya rigging is still a thing...

 

Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried Fabric 
for rigging ?

 

On 24 January 2016 at 08:56, Jordi Bares <[email protected] 
<mailto:[email protected]> > wrote:

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

 

 

On 23 January 2016 at 18:54, F Sanchez <[email protected] 
<mailto:[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] <mailto:[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] 
<mailto:[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] 
<mailto:[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] 
<mailto:[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 <http://www.johnrichardsanchez.com> 

 

 

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