Re: parenting in Softimage vs. Maya.....confusion

2015-02-28 Thread Ognjen Vukovic
Wasnt there talk of an asset store for ADMaya in the 2015 introduction
presentation, when they were hyping bit-froth with Marcus Nordenstam, then
someone jumped in the last 20 minutes and talked about how the maya asset
store is the future, and your credit card was the past.

On Fri, Feb 27, 2015 at 11:58 PM, Jason S jasonsta...@gmail.com wrote:

  On 02/27/15 16:58, Cesar Saez wrote:

 Shape nodes are not equivalent to operators but the primitive itself (the
 parent of the operator stack with a P icon on the explorer).

 In the Softimage SDK we have access the primitive of an object by calling
 obj.ActivePrimitive, I guess the initial idea was to implement more than
 one primitive per object (that's why 'active' is in the name!?) but it
 never happened.

 Maya has the same concept implemented in the form of shape nodes, the main
 difference is that it supports more than one and you have access to
 parent/unparent them into a transform node by using the parent command
 (e.g. a geometry instance is done by sharing a shape node on several
 transforms).


 Perhaps, but weather or not I was referring to what(ever) defines the
 geometry as an operator or a primitive or a primitive operator,
 the fact (of an object and it's center being more one, and that being
 a mere example of -many- specific abstractions) remains..
 and it's not just like a potatoe / pot-a-toe thing,

 And I think this is a fair statement..

 *Vegeta_DTX *
 *15/03/2014*
 ...
 *So from my personal and biased opinion, I kind of look at it this way -
 for XSI you just have to be an artist with some technical knowledge to do
 professional stuff.*



 *For Maya you need to be both an artist and a bit of programmer to be able
 to work professionally. I mean, I often find myself having to write my own
 little plugins in the middle of the project.*

 *Sure it's awesome, flexible and creative, but I can't do that when
 deadline is two days from now :)*
 ...




Re: parenting in Softimage vs. Maya.....confusion

2015-02-28 Thread Raffaele Fragapane
On Sat, Feb 28, 2015 at 2:41 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:



 In Maya, it's the Shape node that contains the geometry, and the
 Transform node places it in the 3d word, with the additional twist
 that you can put multiple shapes under the same transform. I'm not
 really aware of any problem with this, but people tend to build
 legends around things they don't often see.


Sure, and you also have multiple transforms owning the same shape for
instancing, which often confuses the hell out of people, however
technically correct it is :)

As for multiple shapes under a transform, there have been genuine issues
with it in the past with it, and some remain, though the ones that remain
are mostly in custom tools, hacks, and people's heads.

One is that Maya's auto-naming can easily turn inconsistent or hard to
parse if shapes move in and out of different transnforms and start being
mulitple-per, so a lot of cheapo in-house scripts tended to fail in that
case, and it doesn't help that there are no valid events to monitor and
catch parenting (that I know of, I should add) to gate that, whereas
creation is obviously a lot easier to gate keep.

The other thing is that a lot of tools use simpler than they should
implementations to deal with shapes (extendToShape to the first shape)
instead of contemplating multiple shape per transform cases, and therefore
leave a mess behind or refuse to work in the multiple shapes per transform
scenario, but that's not Maya's fault.

All in all it's not really an issue with Maya. We do use multiple shapes
and instanced shapes (the only way to emulate Soft proxies, really), and
have no issues with it, but this is now, years ago it was a lot worse, and
that rep stuck.

It's also true that moving shapes around in Maya or manually instancing
requires you use scripts, the UI and the availale commands are ill suited
to handling it.


Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Mirko Jankovic
just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to buy.

out of the box maya great nice looking grid in viewport. you wanna have
transform manipulator? go to asset store ;)


On Fri, Feb 27, 2015 at 6:04 PM, john clausing jclausin...@yahoo.com
wrote:

 thanks Luc-Eric,

 honestly, this all seems like a VERY important thing for me to
 understand...(sets, groups, locators, hierarchy), but it seems difficult
 to place these issues in analogous terms with Softimage, which to be frank,
 is how I know 3d.

 so i guess i just need to spend more time with Maya workflow than i had
 anticipated.
 just another reason to lament the demise of Softimage.

 john

 psif i hear one more Maya guy say there's a script for that, i may
 scream back, then why did you buy the software :)


   On Friday, February 27, 2015 10:42 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:


 That vimeo video looks fine, but I can't make sense of the quoted
 forum discussion below.

 The video is telling that you Maya always branch select, i.e. when
 you pick a parent, the children are highlighted as well. So if you're
 still modelling on the components, the whole branch will be enabled
 for component editing, which you may not want. In that case, so you
 can either pick the shape in the Outliner, or just press Arrow Down on
 the keyboard,  which is the pick walking hotkey.

 The Shape is like the Primitive in XSI, but since people don't usually
 deal with the primitives in XSI, I guess that's not really useful.
 But so that you know,  in XSI, there is the primitive, like polygon
 mesh or Nurbs, which contains the geometry but has no transform,
 and it's placed in the 3d world by being put under a X3DObject, which
 has a Kinematics property.

 In Maya, it's the Shape node that contains the geometry, and the
 Transform node places it in the 3d word, with the additional twist
 that you can put multiple shapes under the same transform. I'm not
 really aware of any problem with this, but people tend to build
 legends around things they don't often see.

 On Thu, Feb 26, 2015 at 5:49 PM, john clausing jclausin...@yahoo.com
 wrote:
  i've had the following conversation regarding parenting and hierarchies
 over
  on the he3d/maya page.
  would someone mind translating into Softilanguage for me? this seems
 like a
  crucial difference to me.
 
  and i don't like it
 
  as follows:
 
 
  This is probably helpful for anyone transitioning from Softimage to Maya.
  ( by the way, never, ever ever ever, parent under objects like this, but
  he's making a point)
 
  https://vimeo.com/120223100
 
  by the way, never, ever ever ever, parent under objects like this
  because it causes some sort of problem in Maya (that i don't get), or
  because you just don't like it?
 
  Yes, it can cause problems in Maya. Often problems specific to rendering.
  It's been a while, but I think it involved material mixups or visibility
  mixups. It's fine to parent to things that aren't renderable, like
 groups,
  locators, even splines, though I'm not 100 percent on splines, as I
 usually
  use constraints in such a case.
 
  you can't parent one object to another? really?.had no idea
 
  it can cause skewing on the objects under objects.. and yes, you can
 parent
  under objects, just don't parent the dag of shapes under the dag of other
  shapes. There is really no reason to parent a cube under another cube.
 
  i think us Softimage guys have a whole 'nother idea of what parenting
  is..do i understand this to mean that don't parent constraint
 objects
  to one another,.rather than don't assemble them in a hierarchy?
  essentially, middle drag vs parent -r, etc
 
  yeah, parent -r -shape, is just to parent shapes,, middleDrag/p/parent
 is
  to parent transforms Its okay, but not usual to parent multiple shapes
 under
  one transform, and certain exports like FBX really don't like when you do
  that. but ys, Softimage parenting is similar to sets . There is no
 hierachy
  in that sense.
 
 
 
 





Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread john clausing
thanks Luc-Eric,
honestly, this all seems like a VERY important thing for me to 
understand...(sets, groups, locators, hierarchy), but it seems difficult to 
place these issues in analogous terms with Softimage, which to be frank, is how 
I know 3d.
so i guess i just need to spend more time with Maya workflow than i had 
anticipated.just another reason to lament the demise of Softimage.
john
psif i hear one more Maya guy say there's a script for that, i may scream 
back, then why did you buy the software :) 

 On Friday, February 27, 2015 10:42 AM, Luc-Eric Rousseau 
luceri...@gmail.com wrote:
   

 That vimeo video looks fine, but I can't make sense of the quoted
forum discussion below.

The video is telling that you Maya always branch select, i.e. when
you pick a parent, the children are highlighted as well. So if you're
still modelling on the components, the whole branch will be enabled
for component editing, which you may not want. In that case, so you
can either pick the shape in the Outliner, or just press Arrow Down on
the keyboard,  which is the pick walking hotkey.

The Shape is like the Primitive in XSI, but since people don't usually
deal with the primitives in XSI, I guess that's not really useful.
But so that you know,  in XSI, there is the primitive, like polygon
mesh or Nurbs, which contains the geometry but has no transform,
and it's placed in the 3d world by being put under a X3DObject, which
has a Kinematics property.

In Maya, it's the Shape node that contains the geometry, and the
Transform node places it in the 3d word, with the additional twist
that you can put multiple shapes under the same transform. I'm not
really aware of any problem with this, but people tend to build
legends around things they don't often see.

On Thu, Feb 26, 2015 at 5:49 PM, john clausing jclausin...@yahoo.com wrote:
 i've had the following conversation regarding parenting and hierarchies over
 on the he3d/maya page.
 would someone mind translating into Softilanguage for me? this seems like a
 crucial difference to me.

 and i don't like it

 as follows:


 This is probably helpful for anyone transitioning from Softimage to Maya.
 ( by the way, never, ever ever ever, parent under objects like this, but
 he's making a point)

 https://vimeo.com/120223100

 by the way, never, ever ever ever, parent under objects like this
 because it causes some sort of problem in Maya (that i don't get), or
 because you just don't like it?

 Yes, it can cause problems in Maya. Often problems specific to rendering.
 It's been a while, but I think it involved material mixups or visibility
 mixups. It's fine to parent to things that aren't renderable, like groups,
 locators, even splines, though I'm not 100 percent on splines, as I usually
 use constraints in such a case.

 you can't parent one object to another? really?.had no idea

 it can cause skewing on the objects under objects.. and yes, you can parent
 under objects, just don't parent the dag of shapes under the dag of other
 shapes. There is really no reason to parent a cube under another cube.

 i think us Softimage guys have a whole 'nother idea of what parenting
 is..do i understand this to mean that don't parent constraint objects
 to one another,.rather than don't assemble them in a hierarchy?
 essentially, middle drag vs parent -r, etc

 yeah, parent -r -shape, is just to parent shapes,, middleDrag/p/parent is
 to parent transforms Its okay, but not usual to parent multiple shapes under
 one transform, and certain exports like FBX really don't like when you do
 that. but ys, Softimage parenting is similar to sets . There is no hierachy
 in that sense.






   

Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Andres Stephens
Hahaha, great concept... 


Sent from my Samsung device




psif i hear one more Maya guy say there's a script for that, i may scream 
back, then why did you buy the software :)



Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Leendert A. Hartog

Artur Woźniak schreef op 27-2-2015 om 19:01:

I,ll blame You now. They read this, You know.


So when exactly  did they start reading a Softimage related list?
I was under the impression, that part of our predicament was that they 
actually hardly ever did...

:D

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Artur Woźniak
I,ll blame You now. They read this, You know.
Artur

Wysłane z iPhone'a

Dnia 27 lut 2015 o godz. 18:43 Mirko Jankovic mirkoj.anima...@gmail.com
napisał(a):

just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to buy.

out of the box maya great nice looking grid in viewport. you wanna have
transform manipulator? go to asset store ;)


On Fri, Feb 27, 2015 at 6:04 PM, john clausing jclausin...@yahoo.com
wrote:

 thanks Luc-Eric,

 honestly, this all seems like a VERY important thing for me to
 understand...(sets, groups, locators, hierarchy), but it seems difficult
 to place these issues in analogous terms with Softimage, which to be frank,
 is how I know 3d.

 so i guess i just need to spend more time with Maya workflow than i had
 anticipated.
 just another reason to lament the demise of Softimage.

 john

 psif i hear one more Maya guy say there's a script for that, i may
 scream back, then why did you buy the software :)


   On Friday, February 27, 2015 10:42 AM, Luc-Eric Rousseau 
 luceri...@gmail.com wrote:


 That vimeo video looks fine, but I can't make sense of the quoted
 forum discussion below.

 The video is telling that you Maya always branch select, i.e. when
 you pick a parent, the children are highlighted as well. So if you're
 still modelling on the components, the whole branch will be enabled
 for component editing, which you may not want. In that case, so you
 can either pick the shape in the Outliner, or just press Arrow Down on
 the keyboard,  which is the pick walking hotkey.

 The Shape is like the Primitive in XSI, but since people don't usually
 deal with the primitives in XSI, I guess that's not really useful.
 But so that you know,  in XSI, there is the primitive, like polygon
 mesh or Nurbs, which contains the geometry but has no transform,
 and it's placed in the 3d world by being put under a X3DObject, which
 has a Kinematics property.

 In Maya, it's the Shape node that contains the geometry, and the
 Transform node places it in the 3d word, with the additional twist
 that you can put multiple shapes under the same transform. I'm not
 really aware of any problem with this, but people tend to build
 legends around things they don't often see.

 On Thu, Feb 26, 2015 at 5:49 PM, john clausing jclausin...@yahoo.com
 wrote:
  i've had the following conversation regarding parenting and hierarchies
 over
  on the he3d/maya page.
  would someone mind translating into Softilanguage for me? this seems
 like a
  crucial difference to me.
 
  and i don't like it
 
  as follows:
 
 
  This is probably helpful for anyone transitioning from Softimage to Maya.
  ( by the way, never, ever ever ever, parent under objects like this, but
  he's making a point)
 
  https://vimeo.com/120223100
 
  by the way, never, ever ever ever, parent under objects like this
  because it causes some sort of problem in Maya (that i don't get), or
  because you just don't like it?
 
  Yes, it can cause problems in Maya. Often problems specific to rendering.
  It's been a while, but I think it involved material mixups or visibility
  mixups. It's fine to parent to things that aren't renderable, like
 groups,
  locators, even splines, though I'm not 100 percent on splines, as I
 usually
  use constraints in such a case.
 
  you can't parent one object to another? really?.had no idea
 
  it can cause skewing on the objects under objects.. and yes, you can
 parent
  under objects, just don't parent the dag of shapes under the dag of other
  shapes. There is really no reason to parent a cube under another cube.
 
  i think us Softimage guys have a whole 'nother idea of what parenting
  is..do i understand this to mean that don't parent constraint
 objects
  to one another,.rather than don't assemble them in a hierarchy?
  essentially, middle drag vs parent -r, etc
 
  yeah, parent -r -shape, is just to parent shapes,, middleDrag/p/parent
 is
  to parent transforms Its okay, but not usual to parent multiple shapes
 under
  one transform, and certain exports like FBX really don't like when you do
  that. but ys, Softimage parenting is similar to sets . There is no
 hierachy
  in that sense.
 
 
 
 





Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Luc-Eric Rousseau
That vimeo video looks fine, but I can't make sense of the quoted
forum discussion below.

The video is telling that you Maya always branch select, i.e. when
you pick a parent, the children are highlighted as well. So if you're
still modelling on the components, the whole branch will be enabled
for component editing, which you may not want. In that case, so you
can either pick the shape in the Outliner, or just press Arrow Down on
the keyboard,  which is the pick walking hotkey.

The Shape is like the Primitive in XSI, but since people don't usually
deal with the primitives in XSI, I guess that's not really useful.
But so that you know,  in XSI, there is the primitive, like polygon
mesh or Nurbs, which contains the geometry but has no transform,
and it's placed in the 3d world by being put under a X3DObject, which
has a Kinematics property.

In Maya, it's the Shape node that contains the geometry, and the
Transform node places it in the 3d word, with the additional twist
that you can put multiple shapes under the same transform. I'm not
really aware of any problem with this, but people tend to build
legends around things they don't often see.

On Thu, Feb 26, 2015 at 5:49 PM, john clausing jclausin...@yahoo.com wrote:
 i've had the following conversation regarding parenting and hierarchies over
 on the he3d/maya page.
 would someone mind translating into Softilanguage for me? this seems like a
 crucial difference to me.

 and i don't like it

 as follows:


 This is probably helpful for anyone transitioning from Softimage to Maya.
 ( by the way, never, ever ever ever, parent under objects like this, but
 he's making a point)

 https://vimeo.com/120223100

 by the way, never, ever ever ever, parent under objects like this
 because it causes some sort of problem in Maya (that i don't get), or
 because you just don't like it?

 Yes, it can cause problems in Maya. Often problems specific to rendering.
 It's been a while, but I think it involved material mixups or visibility
 mixups. It's fine to parent to things that aren't renderable, like groups,
 locators, even splines, though I'm not 100 percent on splines, as I usually
 use constraints in such a case.

 you can't parent one object to another? really?.had no idea

 it can cause skewing on the objects under objects.. and yes, you can parent
 under objects, just don't parent the dag of shapes under the dag of other
 shapes. There is really no reason to parent a cube under another cube.

 i think us Softimage guys have a whole 'nother idea of what parenting
 is..do i understand this to mean that don't parent constraint objects
 to one another,.rather than don't assemble them in a hierarchy?
 essentially, middle drag vs parent -r, etc

 yeah, parent -r -shape, is just to parent shapes,, middleDrag/p/parent is
 to parent transforms Its okay, but not usual to parent multiple shapes under
 one transform, and certain exports like FBX really don't like when you do
 that. but ys, Softimage parenting is similar to sets . There is no hierachy
 in that sense.






Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Jeremie Passerin
The main difference between parenting in Maya and Softimage is the
hierarchy scaling.
http://www.softimageblog.com/archives/84

be aware of that ;-)

On 27 February 2015 at 10:16, Leendert A. Hartog hirazib...@live.nl wrote:

  Artur Woźniak schreef op 27-2-2015 om 19:01:

 I,ll blame You now. They read this, You know.


 So when exactly  did they start reading a Softimage related list?
 I was under the impression, that part of our predicament was that they
 actually hardly ever did...
 :D

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com




Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Artur Woźniak
They, you know, Them,... They, as per definition, They know. They
always know. Somehow.

2015-02-27 21:14 GMT+01:00 Jeremie Passerin gerem@gmail.com:

 The main difference between parenting in Maya and Softimage is the
 hierarchy scaling.
 http://www.softimageblog.com/archives/84

 be aware of that ;-)

 On 27 February 2015 at 10:16, Leendert A. Hartog hirazib...@live.nl
 wrote:

  Artur Woźniak schreef op 27-2-2015 om 19:01:

 I,ll blame You now. They read this, You know.


 So when exactly  did they start reading a Softimage related list?
 I was under the impression, that part of our predicament was that they
 actually hardly ever did...
 :D

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Jason S

  
  

  Here it is with formatting (easier to make-out)
  
  

  
This is
probably helpful for anyone transitioning from
Softimage to Maya. 
( by the way, never, ever ever ever, parent under
objects like this, but he's making a point)
https://vimeo.com/120223100

" never parent under
  objects like this"  because it causes
  some sort of problem in Maya[?]  (that i don't get?), 
  or because you just don't like it?

Yes, it can cause problems in
Maya. Often problems specific to rendering. 
It's been a while, but I think it involved material
mixups or visibility mixups. 
It's fine to parent to things that aren't
renderable, like groups, locators, even splines,
though I'm not 100 percent on splines, as I usually
use constraints in such a case.

you can't parent one object to
  another? really?.had no idea

it can cause skewing on the
objects under objects.. and yes, you can parent
under objects, just don't parent the dag of shapes
under the dag of other shapes. 
There is really no reason to parent a cube under
another cube.

i think us Softimage guys have a
  whole 'nother idea of what "parenting" is..do i
  understand this to mean that "don't parent constraint
  objects to one another",.rather than "don't
  assemble them in a hierarchy"?
  essentially, "middle drag" vs "parent -r", etc

yeah, parent -r -shape, is just to
  parent shapes,, middleDrag/"p"/parent is to parent
  transforms Its okay, 
  but not usual to parent multiple shapes under one
  transform, and certain exports like FBX really don't
  like when you do that. 
  but ys, Softimage parenting is similar to sets . There
  is no hierachy in that sense.
  

  
  

  yes, Why would we want to parent objects under others... (won't
  even go there... sigh)
  
  
  Otherwise, indeed sound sounds like the "shape" is like what can
  be the "polygon mesh" (or other geo type) "operator",
  
  just under what is encapsulated as "an object" or one
  "thing" in Soft.
  
  And in Maya, it's as if an object's "center" was itself like a
  separate invisible null. 
  (seperate without even any conncection in the DAG (at least by
  default), and you can only press "down" if shapes are visible in
  the outliner, )
  
  
  But this is a fine example of basically everything in
  Soft/Maya, when it comes to proportions of "power" vs "ease" (and
  speed)
  
  While access to low level things can no doubt be an advantage and
  can be very powerful, 
  it can also be like a considerable amount of extra things to
  manage and to "work over" (daily).
  
  So there may be occasions where multiple geometries under one
  transform might be useful, ... but in 96.4729% ;) of the
  time...
  
  And all these "layers of abstraction" in Soft, may not always be
  the right ones, or you may sometimes find yourself wanting more
  low level access, 
  but all-in-all they really do seem to be .. having been
carefully made with the artist in mind...  
  while still allowing for quite considerable amounts of "power",
  and are essentially what makes it FAST  intuitive while
"powerful"
  
  And I think that was the very point of XSI, which Maya, down to
  the most basic things, as Miquel said in his video..  could only
  be "quite different".
  (also remains true even for things like FCheck vs. Flipbook)
  
  
  On that note BTW, that video does look fine if you overlook all
  the "I guess it's just different" and the "kinda weird, but once
  you get use to it"
  (notably about going into point mode deselecting objects in the
  outliner.. if shapes displayed, in point mode the outliner shows
  it's accessing the transform node..)
  
  
  On 02/27/15 10:41, Luc-Eric Rousseau wrote:


  That vimeo video looks fine, but I can't make sense of the quoted
forum discussion below.

The video is telling that you Maya always "branch select", i.e. when
you pick a parent, the children are 

Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Cesar Saez
Shape nodes are not equivalent to operators but the primitive itself (the
parent of the operator stack with a P icon on the explorer).

In the Softimage SDK we have access the primitive of an object by calling
obj.ActivePrimitive, I guess the initial idea was to implement more than
one primitive per object (that's why 'active' is in the name!?) but it
never happened.

Maya has the same concept implemented in the form of shape nodes, the main
difference is that it supports more than one and you have access to
parent/unparent them into a transform node by using the parent command
(e.g. a geometry instance is done by sharing a shape node on several
transforms).

On Sat, Feb 28, 2015 at 8:28 AM, Jason S jasonsta...@gmail.com wrote:


 Otherwise, indeed sound sounds like the shape is like what can be the 
 *polygon
 mesh* (or other geo type) *operator*,
 just under what is encapsulated as *an object* or one thing in Soft.



Re: parenting in Softimage vs. Maya.....confusion

2015-02-27 Thread Jason S

  
  
On 02/27/15 16:58, Cesar Saez wrote:


  Shape nodes are not equivalent to operators but the
primitive itself (the parent of the operator stack with a P icon
on the explorer).

In the Softimage SDK we have access the primitive of an object
by calling obj.ActivePrimitive, I guess the initial idea was to
implement more than one primitive per object (that's why
'active' is in the name!?) but it never happened.

Maya has the same concept implemented in the form of shape
nodes, the main difference is that it supports more than one and
you have access to parent/unparent them into a transform node by
using the parent command (e.g. a geometry instance is done by
sharing a shape node on several transforms).
  


Perhaps, but weather or not I was referring to what(ever) defines
the geometry as "an operator" or "a primitive" or "a primitive
operator", 
the fact (of an "object" and it's center being more "one", and that
being a mere example of -many- specific abstractions) remains..  
and it's not just like a "potatoe / pot-a-toe" thing, 

And I think this is a fair statement..

Vegeta_DTX     
  15/03/2014
  ...
  So from my personal and biased opinion, I kind of look
  at it this way - for XSI you just have to be an artist with
  some technical knowledge to do professional stuff.
  
  For Maya you need to be both an artist and a bit of
  programmer to be able to work professionally. 
  
  I mean, I often find myself having to write my own little
  plugins in the middle of the project.
  
  Sure it's awesome, flexible and creative, but I can't do
  that when deadline is two days from now :)
  ...