The thing with Houdini is that it requires you to already be at a certain
td level, and if you can manage your way around most generalist tasks in
Houdini, you should be able to tame maya, but its still going to be a PITA.

On Wed, Sep 21, 2016 at 5:12 PM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> 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
>>>>>>>>>>>>>>
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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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>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>>>>>>>> Cinema & TV production
>>>>>>>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>>>>>>>
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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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