Well I just hope Maya will stay shitty for ever, as it deserves to be.

On Tue, Sep 20, 2016 at 5:29 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> yes, they could *at least*.
>
> I´m keeping my hopes up from 2012 when the SI dev team told us they would
> migrate
> some stuff from SI to MA, in 2018.
>
> Back then, it seemed very far. SI went down the drains, and now there are
> 2 more years
> to go for the wait....let´s see what MA would look like in 2018, and
> better yet, let´s hope the dev team
> really pushes the software *awkardness* to simplistic-intuitive-5-year-
> old-kid-can-do-this-all-friendly-smiley-teddily-face
> ease of use, like we had on Softimage.
>
> 2 cents.
>
>
> On Tue, Sep 20, 2016 at 9:29 AM, Artur W <artur.w...@gmail.com> wrote:
>
>> AMEN
>>
>> 2016-09-20 16:23 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>
>>> As a amatter of fact I ended up rigging char again in SI and completing
>>> animation allready.
>>> Not a single solution actualy worked due to all that transfering form
>>> hand to object and back to hand.. I will record one video to show exactly
>>> issue which will probably make things more clear just to get a bit time for
>>> it.
>>> All in all, animating prop being manipulated by hands exchanging and
>>> moving with constrains.. argh..
>>> When they already cannibalized SI they could at least learn how to
>>> handle important things like this.
>>> All the view port glitter and fancy stuff doesn't mean anything for
>>> everyday work.
>>> ᐧ
>>>
>>> On Tue, Sep 20, 2016 at 3:59 PM, Ben Barker <ben.bar...@gmail.com>
>>> wrote:
>>>
>>>> There are offset attributes. You can see them (and 'update' them) in
>>>> the attribute editor for the constraint. IMO they are unintuitive to
>>>> animate and are best left to storage of static values. I've seen animators
>>>> get so far into the weeds with those that their cigarette consumption
>>>> shoots to astronomical levels, so for your health I recommend Mladen's
>>>> solution.
>>>>
>>>>
>>>>
>>>> On Mon, Sep 19, 2016 at 7:55 PM, Andres Stephens <drais...@outlook.com>
>>>> wrote:
>>>>
>>>>> How troublesome.... You’d think there are constraint offset keys that
>>>>> is animated like in SI with and without the transform keys?
>>>>>
>>>>>
>>>>>
>>>>> -Draise
>>>>>
>>>>>
>>>>>
>>>>> *From: *Mladen Kevic <mladen.ke...@gmail.com>
>>>>> *Sent: *19 September 2016 16:30
>>>>> *To: *softimage@listproc.autodesk.com
>>>>> *Subject: *Re: object parenting in maya
>>>>>
>>>>>
>>>>> constrain it to the Null (locator) and in meantime while it's in FK
>>>>> move animate null to new position.
>>>>>
>>>>> hope it's help
>>>>>
>>>>> On Mon, Sep 19, 2016 at 9:24 PM, Adam Sale <adamfs...@gmail.com>
>>>>> wrote:
>>>>>
>>>>> No you can't,
>>>>> If you have a point constraint on an object, make sure you aren't
>>>>> keying that objects translation channels. It breaks the constraint
>>>>> otherwise.
>>>>> Same for Orient and Scale.
>>>>>
>>>>> Adam
>>>>>
>>>>> On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic <
>>>>> mirkoj.anima...@gmail.com> wrote:
>>>>>
>>>>> That is what I tried BUT as soon as I animate blend to 0 arm goes back
>>>>> to the point where it was constrained and not at the position where it is
>>>>> now when I want it to stay. And also just adding keyframe on arm and then
>>>>> removing weight is not working as well.
>>>>> That is all source of the problem at first place. That weight isn't
>>>>> working in maya as it is working in SI.  As you know you just splash
>>>>> keyframe  with weight 1, move a frame splash keyframe and set weight 0 and
>>>>> arm would stay at that position with no more constrain active.
>>>>> But it seems that in maya you can't have both constrain AND keyframes
>>>>> on same object??
>>>>> ᐧ
>>>>>
>>>>> On Mon, Sep 19, 2016 at 2:11 PM, philipp seis <dpi...@gmail.com>
>>>>> wrote:
>>>>>
>>>>> the SI "weight" of the constraint, i.e. parent constraint shows up
>>>>> under the contraining object as "blendparent" in your channel box.
>>>>> You can animate that to grab stuff. Good luck :)
>>>>>
>>>>> 2016-09-19 9:41 GMT+02:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>>>>>
>>>>> Ok I'm dropping my towel...
>>>>> Can anyone shed me some light on how to do this in maya:
>>>>>
>>>>> Hand IK constrained to object1
>>>>> Then goes into FK keyframed animation
>>>>> Then gets again IK constrained to object2
>>>>>
>>>>> Character is referenced ofc.
>>>>>
>>>>> With Softimage that is breeze and honestly I think I will just re-reg
>>>>> this whole thing and finish in SI instead but just for the fun of it.
>>>>> How do you do this in maya???
>>>>> I can't even wrap my mind around how I got stuck in this crap.
>>>>> It;s bin a while since I animated anything with switching constrains
>>>>> in maya but it can't be this messy?
>>>>>
>>>>> Thanks
>>>>> ᐧ
>>>>>
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>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Mirko Jankovic
>>>>> *http://www.cgfolio.com/mirko-jankovic
>>>>> <http://www.cgfolio.com/mirko-jankovic>*
>>>>>
>>>>> Need to find freelancers fast?
>>>>> www.cgfolio.com
>>>>>
>>>>> Need some help with rendering an Redshift project?
>>>>> http://www.gpuoven.com/
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>>>>>
>>>>
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>>>
>>>
>>>
>>> --
>>> Mirko Jankovic
>>> *http://www.cgfolio.com/mirko-jankovic
>>> <http://www.cgfolio.com/mirko-jankovic>*
>>>
>>> Need to find freelancers fast?
>>> www.cgfolio.com
>>>
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>>> http://www.gpuoven.com/
>>>
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>>>
>>
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>
>
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> Cinema & TV production
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