"...just the musings of a frightened paperboy wondering how he is going to
complete his runs now that his bicycle has been turned into snakes."

hahahahahaha! Sebastien, best analogy so far this year.

=)



On Tue, Jan 26, 2016 at 3:16 PM, Cesar Saez <[email protected]> wrote:

> That's the attitude...
>
> What happened to this list? It used to be so good :(
> On 27 Jan 2016 7:09 am, "Sebastien Sterling" <[email protected]>
> wrote:
>
>> "Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>> feature."
>>
>>
>> Same as Mudbox, yes i know.
>>
>>
>>
>> "I also recommend:
>> Preferences->Settings->Files/Projects->Autosave"
>>
>> As great a source of system crashes and file corruptions, as of actual
>> legitimate saved situations. i've had to disable it in the past as it would
>> crash on every routine backup, as there was some plug-in it didn't like, or
>> the sky outside wasn't to it's liking, or 42 ...
>>
>> "Learned a long time ago that saving files in Maya ASCII had really
>> awesome benefits. "
>>
>> I always save in .ma, these are not benefits they are flaws
>>
>> 1 "It can be hacked" it should not have to be hacked, EVER. plus my CV
>> reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963
>> .
>>
>> 2 "make a saved version run in an earlier release of the software." Gona
>> have to go with, The software industry are Bastards ? inbuilt Obsolescence
>> anyone ? Still i guess the fact this is even possible in maya does give us
>> the lie from Autodesk.
>>
>>
>> "I used this once to map the conversions necessary to create a Wavefront
>> TAV to Maya material converter."
>>
>> Hi :) i'm an artits, i make pretty pictures , in spite of tools and an
>> industry hounding me to an early grave through contempt and indifference.
>>
>>
>> Do you guys do much rigging at Nasa ? (this is actually a legit
>> question, just as all this is not intended to antagonise you mr Ponthieux,
>> just the musings of a frightened paperboy wondering how he is going to
>> complete his runs now that his bicycle has been turned into snakes. )
>>
>>
>> On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> [email protected]> wrote:
>>
>>> Ctrl/Alt/S   will automatically increment and save. It’s a really useful
>>> feature.
>>>
>>>
>>>
>>> I also recommend:
>>>
>>> Preferences->Settings->Files/Projects->Autosave
>>>
>>>
>>>
>>> On a similar note, I’m fairly old school regarding the file type I save
>>> files in if they are critical to production. Learned a long time ago that
>>> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked
>>> (somewhat a meticulous process) to fix a scene that might have failed or to
>>> make a saved version run in an earlier release of the software. I don’t
>>> know if that trick works reliably anymore though. 2. It reveals a
>>> significant understanding of Maya’s MEL underbelly and the seriously
>>> complex graph node connections that can exist. I used this once to map the
>>> conversions necessary to create a Wavefront TAV to Maya material converter.
>>>
>>>
>>>
>>> The downside to .ma though is that files can get really large. I’d
>>> recommend sticking with .mb if space is an issue unless you start to
>>> experience issues. Haven’t had a need to hack a .ma file in a really long
>>> time. But I’m sure there are still folks out there relying on it.
>>>
>>>
>>>
>>> --
>>>
>>> Joey Ponthieux
>>>
>>> LaRC Information Technology Enhanced Services (LITES II)
>>>
>>> Science Systems and Applications Inc. (SSAI)
>>>
>>> NASA Langley Research Center
>>>
>>> __________________________________________________
>>>
>>> Opinions stated here-in are strictly those of the author and do not
>>>
>>> represent the opinions of NASA or any other party.
>>>
>>>
>>>
>>> *From:* [email protected] [mailto:
>>> [email protected]] *On Behalf Of *Sebastien
>>> Sterling
>>> *Sent:* Tuesday, January 26, 2016 11:43 AM
>>>
>>> *To:* [email protected]
>>> *Subject:* Re: So.. Maya rigging is still a thing...
>>>
>>>
>>>
>>> Thank you Stefan, am glad to hear maya has this too. I could expand
>>> further on the list of things maya gets wrong in this regard, but my heart
>>> isn't in it.
>>>
>>> Just tried modelling up a base mesh in maya, am starting to like the new
>>> tools, thinking this is not so bad... less then 500 polygons in, the fucker
>>> dies on me. hadn't had the reflex to save so early, lost all work i hadn't
>>> sent to zbrush.
>>>
>>> am so tiered of this shit .... (head in hands)
>>>
>>>
>>>
>>>
>>>
>>> On 26 January 2016 at 13:23, Gerbrand Nel <[email protected]> wrote:
>>>
>>> Houdini has this.. kinda, you select by weight on the mesh.
>>> But it doesn't work with my wacom for some reason :(
>>> G
>>>
>>>
>>> On 25/01/2016 10:04, Sebastien Sterling wrote:
>>>
>>> Yes weight painting is bullshit for precise work, however if you don't
>>> have much time and you need it to be quick and can afford it being dirty...
>>>
>>> It's been a while, so i don't remember, but is Soft the only package
>>> with a workflow to select the bone you want to weight to directly in the
>>> viewport? instead of scrolling endlessly through lists ? its kinda clunky
>>> in soft, (takes a few seconds for the selected deformer to register). but
>>> it works!
>>>
>>> Does nothing else have this functionality? it seems like such a no
>>> brainner...
>>>
>>> Maya is exceptionally guilty of the joint list scrolling, as the window
>>> is tiny, can not be resized (to my knowledge) and in spite of this,
>>> requires you to lock every bone but the 2 you are weighting,  manually !
>>> forcing you to run up and down every time you need to change what you are
>>> skinning to.
>>>
>>>
>>>
>>>
>>>
>>> On 25 January 2016 at 07:03, Martin Yara <[email protected]> wrote:
>>>
>>> For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that
>>> is pretty good for that kind of workflow. And for 2013 and previous
>>> versions without pyQT support, Max Skin Weight Tool, a mel script based on
>>> Max workflow.
>>>
>>>
>>>
>>> In games, at least here and other places I've worked, we rarely use
>>> paint weights because it is more common to have mistakes and uneven weights.
>>>
>>>
>>>
>>> Maya's Weight Hammer is the equivalent to Softimage's smooth weights,
>>> but way inferior and without any option at all. I rarely use it because it
>>> tends to mess up my weights smoothing it too much and using influences I
>>> don't want to. SI's smooth weights could work very nice selecting all
>>> points (ex: the whole snake model), while Maya's Hammer do some decent job
>>> only if you select the points where the joints intersect.
>>>
>>>
>>>
>>> If someone at Autodesk is reading, is it possible to have Softimage
>>> Smooth Weights to be ported to Maya?
>>>
>>>
>>>
>>> ngSkinTools smooth was nice, but I didn't get used to it's workflow. I
>>> may give it another try when I need to paint weights.
>>>
>>>
>>>
>>> I found another tool called as_SmoothNearest that looked good in the
>>> video demo, but it ended up being a combination of the Maya's default
>>> Weight Hammer command and grow selection. And without using the normalizing
>>> option with a potentially risk to have 1+ total weights per point. I fixed
>>> that code but, still  not quite what I wanted.
>>>
>>>
>>>
>>> I ended up writing a custom tool to use smooth paint for selected
>>> weights and lock all the other joints so it would only smooth based on the
>>> selected points deformers. Now with that, SkinWrangler and Maya's Heat Map,
>>> my weighting workflow is a little less painful.
>>>
>>>
>>>
>>> Martin
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> On Sun, Jan 24, 2016 at 11:28 PM, Sebastien Sterling <
>>> [email protected]> wrote:
>>>
>>> I remember skinning in max, not the best but definitely not the worst,
>>> it didn't have any pretences let's say, you HAD to use vertex weight
>>> selection assignments or "Weight Tool" (envelops are garbage), and they had
>>> a very practical little menu for that, with options for assigning a few
>>> default pre-sets, 0.1, 0.25, 0.5, 0.75, 1, as well as the ability to
>>> copy/past values.
>>>
>>> selection assignment is the slowest method, not great for fast turn
>>> around, but it is also the most precise method.
>>>
>>>
>>>
>>> Softimage kind of had something similar, plus a really good smoothing
>>> algorithm, (is it just me or was soft's smooth weight function, the bomb ?!)
>>>
>>> Is there anything like this for maya currently, like max's weight tool i
>>> mean ? and the first words better not be "In Bonus tools ... !" so help me
>>> god !
>>>
>>>
>>>
>>> On 24 January 2016 at 13:50, Graham Bell <[email protected]> wrote:
>>>
>>> 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. J
>>>
>>>
>>>
>>> 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]> 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]> 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
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>
>>


-- 




-=T=-

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