The version cross compatibility was always a pro in Maya. Don't know how it
can be a con. We had a number of occassions in the studio we had were
version locked because we were halfway through production and needed
something out of a later version of XSI because riggers/tech guys were
already playing around with it.

And .ma files give you a great option. You don't have to take it, but using
that and Lightwave's scene files was always a winner to me, simply for
being able to bring a corrupt file back from the dead.

I hope your day improves, Seb :)

On 26 January 2016 at 21:38, Sebastien Sterling <
[email protected]> wrote:

> Sorry Cesar, am having an off day, will be better soon.
>
> As for what happened to the list, i think it's name sake died (or was
> smothered with a pillow).
>
> on the bright side, we learned, that maya has a method for picking joint
> influences...
>
> some tips on rigging from Adam ...
>
> that mGear is a very good solution for rigging...
>
> that you can hack .ma files to fix your scenes remotely...
>
> that Seb should stick to his Valium prescription ...
>
> So yea lot of rants, but also some good info :)
>
> On 26 January 2016 at 21:16, 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
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>

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