Well I find Maya less disappointing than what I expected : it's a
complete software and it's reassuring to find the same tools I had in
Softimage, but globally Maya seems less intuitive than Softimage.
I never tried to duplicate objects through animation yet in Maya, but
some other examples would be:
- painting skin weights: in Soft, pick a bone in the viewport, paint,
pick another bone, paint. In Maya the workflow in slower.
- in soft, when I select a bone in the weight editor, it's highlighted
in the viewport. In Maya it's the assigned vertex that are highlighted.
But this is not handy when you stumble upon a bone which do not have any
vertex assigned to it.
- In Soft, you parent everything under a model-null and in the scene
explorer you can unfold every node under the bone. In Maya, when I
parent a skeleton hierarchy or a character key set under and asset, they
are still visible under the root of the Outliner. AND they are visible
under the asset! To change that you have to change some kind of Outliner
view mode (advanced asset content): there are 4 of them but NONE of them
is satisfying as for organizing the Outliner in a logical way. This
drives me crazy.
That's when I miss XSI
On 2018-02-13 10:17, Morten Bartholdy wrote:
> I totally get you. I actually try and find out how to do things in Maya and
> do it the Maya way (ie. usually clumsy) but every now and then I have to give
> up because it takes too long and get things done in XSI.
> Try in Maya plotting a curve from a moving object in order to deform some geo
> on the curve - loong and painstakingly clumsy procedure - 1-2 minutes of work
> in XSI including the IO procedure.
>> Den 13. februar 2018 klokken 10:06 skrev David Saber <davidsa...@sfr.fr>:
>> Thanks all for the help! : )
>> I like Olivier's method. If only I could still use it!!
>> See you,
>> On 2018-02-12 18:17, David Saber wrote:
>>> How can I select a bunch of vertex in Maya and tell him they should be
>>> assigned to one bone only?
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