Yeahhh. Problem is I have to use it at work

Artur

2016-09-20 18:05 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:

> 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-ol
>> d-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
>>>>
>>>> Need some help with rendering an Redshift project?
>>>> http://www.gpuoven.com/
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>>>
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>>
>>
>>
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>> Cinema & TV production
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