Let me know if it does burn you as I am curious but not brave enough to try
in production.

I actually quite enjoy rigging in Maya now, once I redid all of the stupid
hotkeys and wrote some scripts for collapsing namespaces I'm near as fast
in Maya as I was in Softimage.

In some ways i prefer rigging in Maya, it's not as intuitive or user
friendly,  and how it hides stuff is ridiculous.  (inheritted visbility?
seriously?)

But what I may lose in efficiency I get rewarded in the end with rigs that
calculate much faster than they did in Softimage.

Making a rig with full facial, lots of blendshapes and decent deformation
in Softimage, it was very difficult to keep it over 30 fps.    And I am
quite meticulous in my attempts to keep rigs light and efficient.

In Maya without even trying too hard my rigs end up being around 50 fps if
not faster.

It is in part due to parallel evaluation, which is a relatively new
addition, but it does work as long as you are careful to follow the
guidelines

On Sat, May 12, 2018 at 2:20 AM, Adam Sale <[email protected]> wrote:

> It hasn't bitten me yet.. .touch wood, but in the absence of any sort of
> duplicate symmetry tool that works, and rebuilding the entire opposite side
> from scratch, I haven't found a better solution, unless its the old Maya
> adage of 'just writing a tool for that '
>
> Adam
>
>
> On Fri, May 11, 2018 at 12:00 AM, Enrique Caballero <
> [email protected]> wrote:
>
>> I've been avoiding negative scaling in Maya as it's not as forgiving as
>> Softimage was with that.
>>
>> I used to mirror rigging components in softimage by scaling (-1,-1,-1)
>> and rotation x by 180.
>>
>> Worked just fine, used that technique in multiple productions (happy
>> feet, legend of the gaurdians used that as well)
>>
>> The only time that hurt me was when we wrote an animation library that
>> appended animation in space, and we needed to do a slightly different
>> calcultation for the right side of the body.  Still no biggy.
>>
>> I've been too scared to do it in Maya though.  I actually manually
>> rebuild the component in Maya with a different orientation.
>>
>>
>> I don't know if I'm being anal retentive, but when it comes to Maya I
>> tend to try to avoid shortcuts with transformations like that, as whenever
>> I try it tends to burn me
>>
>> On Fri, May 11, 2018 at 12:30 AM, Adam Sale <[email protected]> wrote:
>>
>>> Duplicate special with input graph checked on is the key to mirroring
>>> more complex hierarchies in Maya.
>>> That, and making sure every striking element involved in the rig needs
>>> to be parented under a group node that is at the origin.
>>> This group node and children is what you duplicate special with input
>>> graph selected, and then do the whole scale across X to -1.
>>>
>>> Everything comes across fine if you go that route, nodes, driven keys,
>>> etc. .. Of course then you also have to be aware of Joint orients flipping
>>> 180.. and address if necessary.
>>>
>>> I've kind of gotten used to Maya rigging now, but I really do miss the
>>> simplicity of our dearly departed XSI.
>>>
>>> Adam
>>>
>>> On Wed, May 2, 2018 at 2:46 AM, Anto Matkovic <[email protected]> wrote:
>>>
>>>> Copy-paste of selected nodes, makes a copy of everything connected to
>>>> selected nodes, including hidden connections to layers, Node Editor
>>>> bookmarks, so on. ''Safe way''  could be saving a copy of scene, deleting
>>>> everything else (including layers and such), copying back to original
>>>> scene. Fortunately Maya could copy entire rig or elements from scene o
>>>> scene.
>>>> Duplicate in Node Editor makes a duplicate of only selected nodes, but
>>>> leaves them unconnected.
>>>> As alternative, it worth to try 'duplicate special' (from edit menu)
>>>> with some of available options, while this, by default, makes a copy of all
>>>> hierarchy bellow.
>>>>
>>>> IMO scripting for such tasks is usable if someone wants to follow some
>>>> exact tutorial or example, or someone is able to visualize complete rig
>>>> without even using Maya - but not really for experimenting and expecting
>>>> the 3d app to help in this process. Perhaps that addiction to scripting
>>>> could explain why almost all Maya rigs are not inventive, not original copy
>>>> of actual crap from Pixar or so. Individuality is not allowed in Maya
>>>> world....
>>>>
>>>>
>>>>
>>>> ------------------------------
>>>> *From:* "[email protected]" <[email protected]>
>>>> *To:* Ben Barker <[email protected]>; Official Softimage Users
>>>> Mailing List. 
>>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=c4MSBkt5s243QQNH95pn1Xg3CV7nIHLKQNBJjhAUZB0&s=4Yf2Qg9fvK3ZL55lmGZwbGd0RbdlZ7QffN8f9SBrHOA&e=
>>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgo3ga6X6AbaGT-2Fd7ob90wVGbm6Qf5hW0ivxnEGxvzj1nWazkybWc26Iz8UMdS25EOduMrZGHYMiH0p52YteffmKVv57WItRFMtWnC4QAfwOYbajk1lsX64i1OyE82-2FcyvBhCiOMb8X1S3S2TSRGCLuSulouuvRcjqDtbva4xfplisKL92w4ykr588-2FIq5xch-2Bz7wdqYklO5Y6SKufZ2zMFe4-2FHtXCL8D9vBJSpX-2FUW3-2B6WoXtOM3-2Fw7fScvzJjf4L0JX-2BQPBbhbVd4nwLwUtwV8e6G41HxVjv70xRqpCm9ioBg3gFJQWoKNYROIq2jiwmtPZ1ghZ0OQOEmeSTokGZJ57xxxdBT7lDHt8W3efgZ-2FHUvzvWkCGQfAzb-2F-2BiCh8ddhprG77QDB6hT1K-2Bw50kky0YZ6SGw7g6wC8tPskrhRiKRWw-2FEaR9uEHhaP7yBz6rPLw6-2FCy5kMMXX86DxKuvsbSBg3tgopiYovrfMGFlqQpmJbKbDT44Jlifo3K3cmHT1DFXFS-2BUGny1oYtDPtVS3txmBkyzd-2FJtGCw4wwk16uJhPv6cWcTHCbe5oA0-2FYKc3zhE9opKBJbH5NJmxXmsmOBdeU54jk12rGUve-2B9kI6t7VrwpoiX-2B7SjVXk2FP2bvLKCBPdAlsuOZuJOxGODe39P9HPKUGE5w-2Fu-2FyGA1k93IVdQRT0oSbnJEGHU3TWYGXmGuqEdRLnZ2enad0mh6KSDd55yGfN0x2OCqWVOuIL4lx9VPvdxuUwDcXYatllUP7gtjQ8yH9lO2LdSPEbpGXj1tUzBNM3c0wZlU-2BihHiUaLKgw2Ubk2Y2trMO6eVwzTRMb2W3ALL8H6xsJ8rUq-2FXBEoHgfXQTPBKF9gHMdI6kiYwn-2BEbM5Pzf9M1ePbQ0sA3eceKqcCobOUP1pINfNwq4hzrNOeMGGgB-2Bp8ThpRLOGnks2OZpqrtOUnpAsX7mG-2Bi4Le3mdgmeTIXUVlem2p2-2FA2qKWxS7YwqcLVOQV2qT9jcOwqDjsOHd7WC535VUBYVbM5enAyjkK1kq9pUzP7mwXxvaBMTTn4o-2FhetaMmonMah1vC5o0aB8-2FPiJe32R-2FdtoOCbZlblGyqTG8pTqYgCf9A-2BwMbbLDpvszGk2PLX9AwxBZT8txfhUx34plEK8-2B6YDCyShPHnCHfutrj8XqhXh3YHHwOEFQtn5gu15I8knf0cPNrRXIjyfQbD9c3PQoJhsTn60x1lyXqouj4dYaDR2Hjhz-2FDlYw-2FJjoiJQeuRZNsyvg331eIqqVgTquMZTR47FVcjHv3pyC2IzQysOud-2B1zcxVPc72ukR-2BAghIHvpxt770-2Bx9jVpjONV7EG-2B2YF6OzJ9ab7mcyCMTlas-2FmxxRxGGUwz4Qdb7iA37DHgJ-2BIdFsosTphnVr-2Bjj6DgVueYSm1ocNGjHtSbvWruYGt77ITRWDVwi1KpkeqxAOKen2UN-2B7ox3jqk-2Fa4mDLngdgbiWrrV7l9uz3BGXuT8tAoYYI142V79ICkUQ-2BAWMOue3pmGst8-2Fgrju99Otg647Gx0oHDjmKPEkf1hwzJSF7N8mmJnssoO0VWg2-2BhyYLxa5cKG4TCO5kP2-2FTCf41jxMymXuj32AJMZV2-2BcDfW41SJZUQuZEmAp-2BboblYROslCYNRZ2Bc8xBIk-2BGpGKqURK4MS-2BlqTOwfX-2Bg5zl-2FFcCDdlGLl-2B945tmYBRTiL9upTejsVX-2Fy8FUsJt5CYo42mdXoQh6RMpahD6VVlLSOmY8MqLgQzVPD27GfnLcbU-2BKbUi6uR0psqbYU4PDnxuZYqriKmlitOJN7g-3D-3D_wAli21vZ0ansRLHjQSxwcqGxGljxven5UMtKBZQLjG3fSbjICfPJl6HmU8u-2BPPqx5FIKmLliOM7XQGuw-2FCNLrHe-2FOHjmXHZ44gwY7yM2V-2BBZlY87NS3xAX8hgQcDiGFLnGFVfCv87t9bE0q6cHfxRugVlZ2ZRMslL6OYbvR2oQoD9-2FfI-2F3Iw4MSGBDoTQJV2s6gWOqInsG-2Fu60oVY6ytbCQUShescTd6DLjFQZtFugw-3D>
>>>> <[email protected]>
>>>> *Sent:* Tuesday, May 1, 2018 4:32 AM
>>>> *Subject:* Re: Set Driven Key Copy/Paste in Maya
>>>>
>>>>
>>>> Thanks.
>>>> I decided to redo it  with the Node editor.. Thinking it might work a
>>>> bit like ICE. However, after completing one leg, I discovered that you
>>>> can’t just copy and paste that stuff either as it makes all kinds of new
>>>> stuff in the scene. What a mess. I just don’t understand how Maya works at
>>>> all.
>>>>
>>>> I’m not going to make a scripted rigging pipeline, its not my thing. I
>>>> like being able to invent/experiment on the fly. I don’t think I’m going to
>>>> last long with Maya at this rate.
>>>>
>>>>
>>>>
>>>>
>>>> If you'd like to unsubscribe and stop receiving these emails click here
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>>>> .
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>>>> l1qjfR2g1RxA021QttpPDbTz0CwIhCtWGqh08FYNuZOSmhGr9oMZ5wnvxQ7X
>>>> UBZJTg1mufPlEG3KdaI4T-2FvCx6BirzQ-3D-3D
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>>>> .
>>>>
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