I know that people are sick of all complaints and same old stories going
over and over but also on the other hand at least it confirms that I'm not
the only one with brain damage that can't wrapped my mind around idiotic
thing called maya workflow.
ᐧ

On Wed, Sep 21, 2016 at 2:55 PM, Artur W <artur.w...@gmail.com> wrote:

> I have a "privilege" working on maya for some time now and I can't
> remember when I was this nerve wreck I am today. I do lighting mainly and I
> walk out home brain dead every day.
> This sophisticated torture they call hypershade and node editor and the
> choices they made making it, is mind blowing.
> Looking back I find working with 3ds Max a pleasure (which it wasn't).
>
> Si in comparison is a caress I don't deserve.
>
> Artur
>
> 2016-09-21 14:41 GMT+02:00 Ognjen Vukovic <ognj...@gmail.com>:
>
>> Same, luckily the program has been modified so much with various in house
>> plugins i dont really even know its maya, untill it crashes, messes up the
>> connections randomly or i open hypershade...
>> Who am i kidding...
>>
>> On Tue, Sep 20, 2016 at 6:45 PM, Artur W <artur.w...@gmail.com> wrote:
>>
>>> 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-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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>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>>> Cinema & TV production
>>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>>
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-- 
Mirko Jankovic
*http://www.cgfolio.com/mirko-jankovic
<http://www.cgfolio.com/mirko-jankovic>*

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