|
I agree that what comes closest to XSI is MayaHoudiniBlenderModoC4d (all of them, and none of them) Pick any one, and you'll be lacking one or more important aspects, and I do mean -important-, relative to what XSI allowed, there is no way around it. Pick Maya Houdini combo? then you (and your potential team-members) will find yourself(-selves) needing to get specialized in one area or another if not already versed, therefore eventually needing more (specialized) team-members to cover different areas, And if already versed, it's something which you would already know even before starting (then possibly not starting, or starting later) Because you can't specialize in everything, becoming fluent in vex can take years and I think also Houdini devs also don't like the term "user-friendly" For Maya, managing rigging alone can be an entire very-complicated and involving field in itself ( even for the simplest of rigs, I kid you not ) as opposed to animating which is fine... ... when the rig is well made. And despite Maya being industry standard, finding capable specialized technical talent to handle such complication , or rather such considerable amounts of confusion and messiness (relative to XSI), can be somewhat difficult as they remain rare, and that also goes for dedicated TD's (with an emphasis on the 'T ' in "TD") That's apart from all the problems from the fact that it's made assuming workarounds (also often very technical) can be made around how things are by default. And although v2018 has addressed a number of issues from 2017, many have qualified maya's bugginess as "rampant". If you go to the area's maya page, it's like a flow of issues often around regular everyday things often as benign as selecting things, or grabing handles, moving points, framing things, and a few "do this, and crash" are in there(2018), as if issues often only shifted someplace else when solved. Otherwise Pick C4d or Modo or Blender, and you'll hit one limitation or another, as soon things become more involving, elaborate, or specific, which would require either downsizing your expectations, or migrating your project - or some aspects of it to Houdini (for the special things) or Maya for other things (along with everything that entails), starting the circle all over again. So short answer, ( I think objectively speaking, after looking into different things for a while when asking myself the same question ) basically -> NO. There IS no XSI replacement, ... there is MayaHoudiniBlenderModoC4d. (that while XSI continues to exists) As if rights to paintbrushes were bought and retired, leaving only either crayola crayons, -OR- DIY paintbrush building kits with heavy technical manuals getting into endless procedures about how to go about melting the little bits of metal to fashion the little brush holding peice, etc.. So that means ... crayons, becoming technical-brush-building specialists, or having a number of brush-building specialists at your side, ... or no more painting. Or ... you can pick-up the brush you know just works, and just go ahead painting, to do what you do as a painter, while (comparatively very efficiently) getting to what you had in mind (then becoming actually reachable without literally -tons- of technical considerations). In XSI we also build brushes (tools), but by means of painting a picture of a brush ( very visual process ) , before literally actually using the brush we just painted lol. ( all very interactive and ... artistic ) anyhoo, Good luck! -J On 10/07/17 14:30, Jonathan Moore wrote:
|
------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

