A few of us here at Glassworks Amsterdam had a 4 day crash course in Maya to
see general workflows and get a sense for how the program works. After these 4
days we are now taking a serious look at Houdini as our main DCC, there is just
too much inconsistency in how Maya talks to itself as a whole, and already I
can tell it’s going to be a nightmare come crunch time. Plus at the end of the
day I don’t know how it’s going to actually improve what we can already do in
Soft. I’m giving the Side Effects guys some credit because they seem to have
listened to the angry soft expats and are filling their program with production
ready tools that aren’t just effects based.
We will see in time whether or not we make the jump, but I would take a look
yourself if your on the fence about what way to go. The new version coming out
at the end of the year has a revamped interface as well, so who knows what else
is down the line.
This video gives you a good overview of what’s been going on / going to happen.
https://vimeo.com/178392971
Cheers,
Tim
From: Artur W
Sent: Wednesday, September 21, 2016 4:19 PM
To: [email protected]
Subject: Re: object parenting in maya
Me working and trying.
Just thinking that doing it all in Houdini is overkill or is it?
Artur
2016-09-21 16:03 GMT+02:00 Olivier Jeannel <[email protected]>:
Try Houdini.
On Wed, Sep 21, 2016 at 3:15 PM, Orlando Esponda <[email protected]>
wrote:
I'm working in a project Max and Maya based (maya for rig and animation,
max for everything else). It's a pleasure having around some SI guys (including
me of course) who are solving "impossible" things in different areas.
GATOR is still one of the most beloved/hated tools: everyone loves it
because solves a lot of problems, and at the same time everyone hates it
because they don't have it in their native application LOL
When it comes to ICE they simply don't understand the "black magic" behind
it, even when our ICE and math knowledge is limited, simple things like
randomizing attributes, seem like a futuristic thing hehehe.
Orlando
El mié., sept. 21, 2016 7:55 AM, Artur W <[email protected]> escribió:
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 <[email protected]>:
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 <[email protected]> wrote:
Yeahhh. Problem is I have to use it at work
Artur
2016-09-20 18:05 GMT+02:00 Olivier Jeannel <[email protected]>:
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
<[email protected]> 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 <[email protected]>
wrote:
AMEN
2016-09-20 16:23 GMT+02:00 Mirko Jankovic
<[email protected]>:
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
<[email protected]> 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
<[email protected]> 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
Sent: 19 September 2016 16:30
To: [email protected]
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
<[email protected]> 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
<[email protected]> 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
<[email protected]> 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
<[email protected]>:
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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Need some help with rendering an Redshift project?
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