All i can really add to this is if you dont have 4-7 pipeline TD's in house on full time contracts, studios should avoid maya, otherwise most things can be ironed out to some extent.
On Wed, Sep 21, 2016 at 5:07 PM, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote: > "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." > > Exactly this. Maya won't improve anything. All the bells and whistles > in view port doesn't mean anything when you can't do basic things properly > and fast. > > And as a matter of fact yes I do keep my eye onm houdiny, got apprentice > version and some tutorials and crunching them from time to time but it is > not same learning new things 15-20 years ago when you can spend all day > night learning, and now when most of the day is either working or kids. It > is a bit harder to get free time for learning and now going everything all > over from scratch.. > It seems that all maya and similar guys that says oh just move to this or > that.. don;t really understand that moving to new tool is not just learn > couple new command but to get at same level and workflow .. well it is not > just press this button to do this but more like > whole expression of combos and buttons that at the end gives result. > It is a bit easier for specialists to focus on one part of the new tool > and learn that but getting at same level on generalist side.. that is a > bit different story all together > ᐧ > > On Wed, Sep 21, 2016 at 4:40 PM, Tim Bolland <tim_boll...@hotmail.co.uk> > wrote: > >> 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 <artur.w...@gmail.com> >> *Sent:* Wednesday, September 21, 2016 4:19 PM >> *To:* softimage@listproc.autodesk.com >> *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 <facialdel...@gmail.com>: >> >>> Try Houdini. >>> >>> On Wed, Sep 21, 2016 at 3:15 PM, Orlando Esponda < >>> orlando.espo...@gmail.com> 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 <artur.w...@gmail.com> >>>> 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 <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 >>>>>>>>>>>>> >>>>>>>>>>>>> ------ >>>>>>>>>>>>> Softimage Mailing List. >>>>>>>>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>>>>>>>>> odesk.com with "unsubscribe" in the subject, and reply to >>>>>>>>>>>>> confirm. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> ------ >>>>>>>>>>>>> Softimage Mailing List. >>>>>>>>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>>>>>>>>> odesk.com with "unsubscribe" in the subject, and reply to >>>>>>>>>>>>> confirm. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> -- >>>>>>>>>>>>> Mirko Jankovic >>>>>>>>>>>>> *http://www.cgfolio.com/mirko-jankovic >>>>>>>>>>>>> <http://www.cgfolio.com/mirko-jankovic>* >>>>>>>>>>>>> >>>>>>>>>>>>> Need to find freelancers fast? 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