Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Tenshi S.
ohh boy this topic.
I'm continuing learning arn, and i'm beginning to learn ice, it's never
late. I feel like i'm learning a new app everytime i open xsi.; but
learning maya for me is like i'm force to do it.


On Thu, May 22, 2014 at 8:39 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Sergio is spot on in his description.
>
> i had not heard of Scene states either.
>
>
> http://synergiscadblog.com/2013/03/22/friday-3ds-max-video-tip-how-to-use-the-scene-state-manager/
>
> Max is a nice user friendly package, but it is being severely neglected.
> no alembic no open subdiv, no viewport 2.0  and no prospects, maya is
> slowly taking over its game industry share. modo is probably a better arch
> design package. no support from major 3rd party renderers, with the
> exception of Vray.
>
> it's sad, Sergio is right about that too.
>
>
> On 23 May 2014 01:01, Steven Caron  wrote:
>
>> they work, but when i was at blur we didn't use them. watch out there is
>> no way of knowing which scene state you are in.
>>
>>
>> On Thu, May 22, 2014 at 4:57 PM, Sergio Muciño 
>> wrote:
>>
>>> Sorry, I got mixed up. It's Scene States.
>>> Render elements are the old system.
>>> Saludos Manuel!
>>>
>>>
>>> Sergio M.
>>>
>>> Sent from my iPhone
>>>
>>>
>


Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Luc-Eric Rousseau
Max's Nitrous viewport and Maya's viewport 2.0 are using the same shared
viewport engine.
On May 22, 2014 9:40 PM, "Sebastien Sterling" 
wrote:

> Sergio is spot on in his description.
>
> i had not heard of Scene states either.
>
>
> http://synergiscadblog.com/2013/03/22/friday-3ds-max-video-tip-how-to-use-the-scene-state-manager/
>
> Max is a nice user friendly package, but it is being severely neglected.
> no alembic no open subdiv, no viewport 2.0  and no prospects, maya is
> slowly taking over its game industry share. modo is probably a better arch
> design package. no support from major 3rd party renderers, with the
> exception of Vray.
>
> it's sad, Sergio is right about that too.
>
>
> On 23 May 2014 01:01, Steven Caron  wrote:
>
>> they work, but when i was at blur we didn't use them. watch out there is
>> no way of knowing which scene state you are in.
>>
>>
>> On Thu, May 22, 2014 at 4:57 PM, Sergio Muciño 
>> wrote:
>>
>>> Sorry, I got mixed up. It's Scene States.
>>> Render elements are the old system.
>>> Saludos Manuel!
>>>
>>>
>>> Sergio M.
>>>
>>> Sent from my iPhone
>>>
>>>
>


Re: Maya strengts (anyone?)

2014-05-23 Thread Toby Winder
Well from a companies point of view.

There are MANY MANY times more high quality artists to employ,
which means no problems finding people, and the artists probably drive down
their own prices.
Ive worked at xsi places where they just couldn't find a freelancer at all
- because any good ones were permanent at other shops.

At the moment this is never a a problem with Maya


On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez  wrote:

> Maybe we can submit tickets to AD...
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-05-22 13:44 GMT-05:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> I think i mentioned before that if you have ten TD's waiting on you of
>> course, i assume the experience becomes a lot more fun. but most places
>> even medium businesses will not have that kind of work force.
>>
>>
>>
>>
>> On 22 May 2014 19:25, Meng-Yang Lu  wrote:
>>
>>> If I were a modeler, animator, or lighter, AND I was absolved of all TD
>>> responsibilities, I would absolutely love Maya.  This is the vast majority
>>> of the artist experience.  It is being in an established shop with tools
>>> already in place to get your work done or a team of TDs to make said tools.
>>>  I'm surrounded by happy animators, modelers, and lighters. If they hit a
>>> problem, they just submit a ticket and a magic email appears asking them to
>>> restart Maya to receive the new goodies.
>>>
>>> For non-departmentalized facilities where one artist need to wear all
>>> hats and FX artists, the Maya experience is a completely different one.
>>>
>>> Maya is the application I have the deepest knowledge in, but even with a
>>> medium to shallow working knowledge in Softimage or Houdini, I find myself
>>> being more productive over time in those application as a generalist/TD
>>> than in Maya alone.
>>>
>>> If I had a nickel for questions starting with... "In Maya, can you..."
>>>  The answer is always yes.  Getting to that "yes" more often than not is
>>> really painful.
>>>
>>> -Lu
>>>
>>>
>>>
>>> On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Lol Lu

 It's amazing for this, this, this it sucks :)

 I believe qualoth has been discontinued. yes next person to offer a
 feature rich cloth solution will be a rich man/woman, may the Fabric enginz
 be with him.


 On 22 May 2014 18:18, Halim Negadi  wrote:

> +6 Lu
>
>
> On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu wrote:
>
>> I think the only failure of the node architecture was that it wasn't
>> meant to be used by artists.  Had they had that in consideration, we
>> would've had something like ICE or close to it ages ago.  There are still
>> some cool thing you can do in the Hypershade today, but it's unwieldy
>> compared to applications that knew nodes was going to be tinkered with by
>> artists.
>>
>> Maya strengths are still it's quick interactive ability to build
>> stuff and animate.  Since this is an XSI list, we've all had a taste of
>> what animation could be due to some really nice "quality of life" 
>> features.
>>  However, XSI never in the time I've done 3D ever caught up in terms of
>> animation performance.  It is still king of interactive performance at 
>> the
>> cost of shoddy user experience.
>>
>> Before, Maya was the do-it-all tookit and still can be today.  And a
>> lot of the early technology that went into the Maya side were far better
>> implemented than in any other package.  The strength was indeed ubiquity,
>> and it was attractive to plug-in developers alongside 3DS max.  Shave had
>> more functionality in Maya before it was integrated into XSI.  Syflex had
>> more functionality in Maya than the XSI integration too.  nCloth is still
>> used in both conventional and unconventional ways because every other out
>> of box cloth solver just isn't good.  We still rely on nCloth heavily and
>> it's second only to something like Qualoft.  nCloth is definitely a
>> strength to leverage.
>>
>> Also, Maya + Window = new tech hotbed.  Syflex, Shave, Comet Muscles,
>> and now FE/Splice.  Anything that seems promising usually begins it's 
>> early
>> stages as a plug-in for Maya.  No guarantees that these fledgling tools
>> would be production worthy, but I'm the first to admit I've grabbed a
>> plug-in and blindly marched into production many times.
>>
>> Maya's other strength is it's large user base.  If you want a CG army
>> that puts ancient Persia to shame, go with Maya.  You are almost 
>> guaranteed
>> you'll find someone to fill an empty seat if your shop is a Maya one.  
>> And
>> though that pool may not be as experienced or agile as artists in other
>> packages, you definitely have the advantage of choice and can c

Re: Maya strengts (anyone?)

2014-05-23 Thread Sebastien Sterling
so dumping all the xsi artist into a maya majority industry insures 1) that
the market is even more saturated 2) that having to start from scratch
X'xsi artists are at a crushing disadvantage 3) due to saturation we all
get payed like cashiers at a supermarket ?


On 23 May 2014 12:41, Toby Winder  wrote:

> Well from a companies point of view.
>
> There are MANY MANY times more high quality artists to employ,
> which means no problems finding people, and the artists probably drive
> down their own prices.
> Ive worked at xsi places where they just couldn't find a freelancer at all
> - because any good ones were permanent at other shops.
>
> At the moment this is never a a problem with Maya
>
>
> On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez wrote:
>
>> Maybe we can submit tickets to AD...
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-05-22 13:44 GMT-05:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>> I think i mentioned before that if you have ten TD's waiting on you of
>>> course, i assume the experience becomes a lot more fun. but most places
>>> even medium businesses will not have that kind of work force.
>>>
>>>
>>>
>>>
>>> On 22 May 2014 19:25, Meng-Yang Lu  wrote:
>>>
 If I were a modeler, animator, or lighter, AND I was absolved of all TD
 responsibilities, I would absolutely love Maya.  This is the vast majority
 of the artist experience.  It is being in an established shop with tools
 already in place to get your work done or a team of TDs to make said tools.
  I'm surrounded by happy animators, modelers, and lighters. If they hit a
 problem, they just submit a ticket and a magic email appears asking them to
 restart Maya to receive the new goodies.

 For non-departmentalized facilities where one artist need to wear all
 hats and FX artists, the Maya experience is a completely different one.

 Maya is the application I have the deepest knowledge in, but even with
 a medium to shallow working knowledge in Softimage or Houdini, I find
 myself being more productive over time in those application as a
 generalist/TD than in Maya alone.

 If I had a nickel for questions starting with... "In Maya, can you..."
  The answer is always yes.  Getting to that "yes" more often than not is
 really painful.

 -Lu



 On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Lol Lu
>
> It's amazing for this, this, this it sucks :)
>
> I believe qualoth has been discontinued. yes next person to offer a
> feature rich cloth solution will be a rich man/woman, may the Fabric 
> enginz
> be with him.
>
>
> On 22 May 2014 18:18, Halim Negadi  wrote:
>
>> +6 Lu
>>
>>
>> On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu wrote:
>>
>>> I think the only failure of the node architecture was that it wasn't
>>> meant to be used by artists.  Had they had that in consideration, we
>>> would've had something like ICE or close to it ages ago.  There are 
>>> still
>>> some cool thing you can do in the Hypershade today, but it's unwieldy
>>> compared to applications that knew nodes was going to be tinkered with 
>>> by
>>> artists.
>>>
>>> Maya strengths are still it's quick interactive ability to build
>>> stuff and animate.  Since this is an XSI list, we've all had a taste of
>>> what animation could be due to some really nice "quality of life" 
>>> features.
>>>  However, XSI never in the time I've done 3D ever caught up in terms of
>>> animation performance.  It is still king of interactive performance at 
>>> the
>>> cost of shoddy user experience.
>>>
>>> Before, Maya was the do-it-all tookit and still can be today.  And a
>>> lot of the early technology that went into the Maya side were far better
>>> implemented than in any other package.  The strength was indeed 
>>> ubiquity,
>>> and it was attractive to plug-in developers alongside 3DS max.  Shave 
>>> had
>>> more functionality in Maya before it was integrated into XSI.  Syflex 
>>> had
>>> more functionality in Maya than the XSI integration too.  nCloth is 
>>> still
>>> used in both conventional and unconventional ways because every other 
>>> out
>>> of box cloth solver just isn't good.  We still rely on nCloth heavily 
>>> and
>>> it's second only to something like Qualoft.  nCloth is definitely a
>>> strength to leverage.
>>>
>>> Also, Maya + Window = new tech hotbed.  Syflex, Shave, Comet
>>> Muscles, and now FE/Splice.  Anything that seems promising usually 
>>> begins
>>> it's early stages as a plug-in for Maya.  No guarantees that these
>>> fledgling tools would be production worthy, but I'm the first t

Re: Maya strengts (anyone?)

2014-05-23 Thread Mirko Jankovic
yep, makes sense ha? :)


On Fri, May 23, 2014 at 2:26 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> so dumping all the xsi artist into a maya majority industry insures 1)
> that the market is even more saturated 2) that having to start from scratch
> X'xsi artists are at a crushing disadvantage 3) due to saturation we all
> get payed like cashiers at a supermarket ?
>
>
> On 23 May 2014 12:41, Toby Winder  wrote:
>
>> Well from a companies point of view.
>>
>> There are MANY MANY times more high quality artists to employ,
>> which means no problems finding people, and the artists probably drive
>> down their own prices.
>> Ive worked at xsi places where they just couldn't find a freelancer at
>> all - because any good ones were permanent at other shops.
>>
>> At the moment this is never a a problem with Maya
>>
>>
>> On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez wrote:
>>
>>> Maybe we can submit tickets to AD...
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-05-22 13:44 GMT-05:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
>>> I think i mentioned before that if you have ten TD's waiting on you of
 course, i assume the experience becomes a lot more fun. but most places
 even medium businesses will not have that kind of work force.




 On 22 May 2014 19:25, Meng-Yang Lu  wrote:

> If I were a modeler, animator, or lighter, AND I was absolved of all
> TD responsibilities, I would absolutely love Maya.  This is the vast
> majority of the artist experience.  It is being in an established shop 
> with
> tools already in place to get your work done or a team of TDs to make said
> tools.  I'm surrounded by happy animators, modelers, and lighters. If they
> hit a problem, they just submit a ticket and a magic email appears asking
> them to restart Maya to receive the new goodies.
>
> For non-departmentalized facilities where one artist need to wear all
> hats and FX artists, the Maya experience is a completely different one.
>
> Maya is the application I have the deepest knowledge in, but even with
> a medium to shallow working knowledge in Softimage or Houdini, I find
> myself being more productive over time in those application as a
> generalist/TD than in Maya alone.
>
> If I had a nickel for questions starting with... "In Maya, can you..."
>  The answer is always yes.  Getting to that "yes" more often than not is
> really painful.
>
> -Lu
>
>
>
> On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Lol Lu
>>
>> It's amazing for this, this, this it sucks :)
>>
>> I believe qualoth has been discontinued. yes next person to offer a
>> feature rich cloth solution will be a rich man/woman, may the Fabric 
>> enginz
>> be with him.
>>
>>
>> On 22 May 2014 18:18, Halim Negadi  wrote:
>>
>>> +6 Lu
>>>
>>>
>>> On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu wrote:
>>>
 I think the only failure of the node architecture was that it
 wasn't meant to be used by artists.  Had they had that in 
 consideration, we
 would've had something like ICE or close to it ages ago.  There are 
 still
 some cool thing you can do in the Hypershade today, but it's unwieldy
 compared to applications that knew nodes was going to be tinkered with 
 by
 artists.

 Maya strengths are still it's quick interactive ability to build
 stuff and animate.  Since this is an XSI list, we've all had a taste of
 what animation could be due to some really nice "quality of life" 
 features.
  However, XSI never in the time I've done 3D ever caught up in terms of
 animation performance.  It is still king of interactive performance at 
 the
 cost of shoddy user experience.

 Before, Maya was the do-it-all tookit and still can be today.  And
 a lot of the early technology that went into the Maya side were far 
 better
 implemented than in any other package.  The strength was indeed 
 ubiquity,
 and it was attractive to plug-in developers alongside 3DS max.  Shave 
 had
 more functionality in Maya before it was integrated into XSI.  Syflex 
 had
 more functionality in Maya than the XSI integration too.  nCloth is 
 still
 used in both conventional and unconventional ways because every other 
 out
 of box cloth solver just isn't good.  We still rely on nCloth heavily 
 and
 it's second only to something like Qualoft.  nCloth is definitely a
 strength to leverage.

 Also, Maya + Window = new tec

Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Jordi Bares
Can I ask you Luc-Eric how is that the same engine was not put in XSI? the 
whole HQV reinvention seems to me like I am missing something.

If you ware allowed to discuss what was the behind that decision? I am sure it 
made sense to someone but I still don't get it.

thx

Jordi Bares
jordiba...@gmail.com

On 23 May 2014, at 12:34, Luc-Eric Rousseau  wrote:

> Max's Nitrous viewport and Maya's viewport 2.0 are using the same shared 
> viewport engine.
> 
> On May 22, 2014 9:40 PM, "Sebastien Sterling"  
> wrote:
> Sergio is spot on in his description.
> 
> i had not heard of Scene states either.
> 
> http://synergiscadblog.com/2013/03/22/friday-3ds-max-video-tip-how-to-use-the-scene-state-manager/
> 
> Max is a nice user friendly package, but it is being severely neglected. no 
> alembic no open subdiv, no viewport 2.0  and no prospects, maya is slowly 
> taking over its game industry share. modo is probably a better arch design 
> package. no support from major 3rd party renderers, with the exception of 
> Vray.
> 
> it's sad, Sergio is right about that too.
> 
> 
> On 23 May 2014 01:01, Steven Caron  wrote:
> they work, but when i was at blur we didn't use them. watch out there is no 
> way of knowing which scene state you are in.
> 
> 
> On Thu, May 22, 2014 at 4:57 PM, Sergio Muciño  
> wrote:
> Sorry, I got mixed up. It's Scene States. 
> Render elements are the old system.
> Saludos Manuel!
> 
> 
> Sergio M. 
> 
> Sent from my iPhone
> 
> 



Re: Maya strengts (anyone?)

2014-05-23 Thread Leendert A. Hartog
As a conclusion to my original question: to most it seems the wounds are 
still a bit too fresh. ;)

But then I didn't want to compare Maya to Softimage,
I just wanted to find out what Maya's strengths were in this new 
post-Softimage world.


Greetz
Leendert

--

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



Re: Maya strengts (anyone?)

2014-05-23 Thread Leendert A. Hartog

Oh, and before everyone misunderstands my previous post:
it was meant as a slightly "tongue in cheek" remark.

--

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



Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Mirko Jankovic
keep SI away from any meaningful upgrades, those who put let them make it
even worse and get more reasons to kill it tomorrow.

I think it was clear enough.
saying how SI was old impossible to implement blah blah doesn't make sense
as both Maya and Max are same old crap...


On Fri, May 23, 2014 at 2:36 PM, Jordi Bares  wrote:

> Can I ask you Luc-Eric how is that the same engine was not put in XSI? the
> whole HQV reinvention seems to me like I am missing something.
>
> If you ware allowed to discuss what was the behind that decision? I am
> sure it made sense to someone but I still don't get it.
>
> thx
>
> Jordi Bares
> jordiba...@gmail.com
>
> On 23 May 2014, at 12:34, Luc-Eric Rousseau  wrote:
>
> Max's Nitrous viewport and Maya's viewport 2.0 are using the same shared
> viewport engine.
> On May 22, 2014 9:40 PM, "Sebastien Sterling" <
> sebastien.sterl...@gmail.com> wrote:
>
>> Sergio is spot on in his description.
>>
>> i had not heard of Scene states either.
>>
>>
>> http://synergiscadblog.com/2013/03/22/friday-3ds-max-video-tip-how-to-use-the-scene-state-manager/
>>
>> Max is a nice user friendly package, but it is being severely neglected.
>> no alembic no open subdiv, no viewport 2.0  and no prospects, maya is
>> slowly taking over its game industry share. modo is probably a better arch
>> design package. no support from major 3rd party renderers, with the
>> exception of Vray.
>>
>> it's sad, Sergio is right about that too.
>>
>>
>> On 23 May 2014 01:01, Steven Caron  wrote:
>>
>>> they work, but when i was at blur we didn't use them. watch out there is
>>> no way of knowing which scene state you are in.
>>>
>>>
>>> On Thu, May 22, 2014 at 4:57 PM, Sergio Muciño 
>>> wrote:
>>>
 Sorry, I got mixed up. It's Scene States.
 Render elements are the old system.
 Saludos Manuel!


 Sergio M.

 Sent from my iPhone


>>
>


Friday Flashback #173

2014-05-23 Thread Stephen Blair
Friday Flashback  #173
SOFTIMAGE|3D The State of the Art, Defined.

"It is the result of a decade of evolution - from
interface design that put control back into the hands of
artists, to the breakthrough character animation of
Godzilla."

http://wp.me/powV4-32n


Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Luc-Eric Rousseau
On Fri, May 23, 2014 at 8:36 AM, Jordi Bares  wrote:
> Can I ask you Luc-Eric how is that the same engine was not put in XSI? the
> whole HQV reinvention seems to me like I am missing something.
>
> If you ware allowed to discuss what was the behind that decision? I am sure
> it made sense to someone but I still don't get it.

The HQV project in Softimage was small project we could do in one
release.  It was about finishing the already-begun MetaSL
implementation in the viewport, which you could enable with an
environment variable in Softimage 2010, and fixing a few things like
transparency and texturing issues that have been asked for a long
time.  It ended up being a bit more complicated, but we still managed
to do it with a few people.

It's not a new viewport, it's just installing realtime shaders in the
same Softimage viewing code as before.  It's the same thing as the
"OpenGL" real time shader mode.

Now Viewport 2.0 in Maya or Max... those are  huge multi-year project
with dozens of people, and work continues.  You need to change many
thing in your app to modernize it to the new viewing philosophy and
detach it from the old OpenGL and old ways of thinking/coding.  A few
years ago, when the plan for Softimage 2014 was made, nitrous and vp
2.0 were both young and struggling so it wasn't obvious at all.


Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Byron Nash
Answering the original question. Once the announcement was made, it has
created a near impossible environment for me to use Softimage. My employer
already scowled at my use of SI and now he has a reason to dictate me use
another app. We bought a seat of C4D and I'm trying to get up to speed in
it. The only way now that I can run something through SI is if I can
demonstrate a problem only solved in SI or am completely solo(freelance).
Otherwise I'm hemmed in and have to use what they tell me. It was an uphill
battle before fighting for Softimage but now it's a cliff face. For all
those who are able to keep on going, don't take it for granted!

Byron


On Fri, May 23, 2014 at 9:18 AM, Luc-Eric Rousseau wrote:

> On Fri, May 23, 2014 at 8:36 AM, Jordi Bares  wrote:
> > Can I ask you Luc-Eric how is that the same engine was not put in XSI?
> the
> > whole HQV reinvention seems to me like I am missing something.
> >
> > If you ware allowed to discuss what was the behind that decision? I am
> sure
> > it made sense to someone but I still don't get it.
>
> The HQV project in Softimage was small project we could do in one
> release.  It was about finishing the already-begun MetaSL
> implementation in the viewport, which you could enable with an
> environment variable in Softimage 2010, and fixing a few things like
> transparency and texturing issues that have been asked for a long
> time.  It ended up being a bit more complicated, but we still managed
> to do it with a few people.
>
> It's not a new viewport, it's just installing realtime shaders in the
> same Softimage viewing code as before.  It's the same thing as the
> "OpenGL" real time shader mode.
>
> Now Viewport 2.0 in Maya or Max... those are  huge multi-year project
> with dozens of people, and work continues.  You need to change many
> thing in your app to modernize it to the new viewing philosophy and
> detach it from the old OpenGL and old ways of thinking/coding.  A few
> years ago, when the plan for Softimage 2014 was made, nitrous and vp
> 2.0 were both young and struggling so it wasn't obvious at all.
>


RE: Maya strengts (anyone?)

2014-05-23 Thread Andi Farhall

thanks for that, when I can no longer pay my rent because of this can I camp in 
your massive garden?
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
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Date: Fri, 23 May 2014 12:41:47 +0100
Subject: Re: Maya strengts (anyone?)
From: winder.t...@googlemail.com
To: softimage@listproc.autodesk.com

Well from a companies point of view.

There are MANY MANY times more high quality artists to employ,
which means no problems finding people, and the artists probably drive down 
their own prices.

Ive worked at xsi places where they just couldn't find a freelancer at all - 
because any good ones were permanent at other shops. 

At the moment this is never a a problem with Maya 



On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez  wrote:

Maybe we can submit tickets to AD...
---
Emilio Hernández   VFX & 3D animation.





2014-05-22 13:44 GMT-05:00 Sebastien Sterling :


I think i mentioned before that if you have ten TD's waiting on you of course, 
i assume the experience becomes a lot more fun. but most places even medium 
businesses will not have that kind of work force.







On 22 May 2014 19:25, Meng-Yang Lu  wrote:



If I were a modeler, animator, or lighter, AND I was absolved of all TD 
responsibilities, I would absolutely love Maya.  This is the vast majority of 
the artist experience.  It is being in an established shop with tools already 
in place to get your work done or a team of TDs to make said tools.  I'm 
surrounded by happy animators, modelers, and lighters. If they hit a problem, 
they just submit a ticket and a magic email appears asking them to restart Maya 
to receive the new goodies.




For non-departmentalized facilities where one artist need to wear all hats and 
FX artists, the Maya experience is a completely different one.  
Maya is the application I have the deepest knowledge in, but even with a medium 
to shallow working knowledge in Softimage or Houdini, I find myself being more 
productive over time in those application as a generalist/TD than in Maya 
alone.  




If I had a nickel for questions starting with... "In Maya, can you..."  The 
answer is always yes.  Getting to that "yes" more often than not is really 
painful.  




-Lu   

On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling 
 wrote:




Lol Lu

It's amazing for this, this, this it sucks :)

I believe qualoth has been discontinued. yes next person to offer a feature 
rich cloth solution will be a rich man/woman, may the Fabric enginz be with 
him. 







On 22 May 2014 18:18, Halim Negadi  wrote:





+6 Lu

On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu  wrote:







I think the only failure of the node architecture was that it wasn't meant to 
be used by artists.  Had they had that in consideration, we would've had 
something like ICE or close to it ages ago.  There are still some cool thing 
you can do in the Hypershade today, but it's unwieldy compared to applications 
that knew nodes was going to be tinkered with by artists.








Maya strengths are still it's quick interactive ability to build stuff and 
animate.  Since this is an XSI list, we've all had a taste of what animation 
could be due to some really nice "quality of life" features.  However, XSI 
never in the time I've done 3D ever caught up in terms of animation 
performance.  It is still king of interactive performance at the cost of shoddy 
user experience.  








Before, Maya was the do-it-all tookit and still can be today.  And a lot of the 
early technology that went into the Maya side were far better implemented than 
in any other package.  The strength was indeed ubiquity, and it was attractive 
to plug-in developers alongside 3DS max.  Shave had more functionality in Maya 
before it was integrated into XSI.  Syflex had more functionality in Maya than 
the XSI integration too.  nCloth is still used in both conventional and 
unconventional ways because every other out of box cloth solver just isn't 
good.  We still rely on nCloth heavily and it's second only to something like 
Qualoft.  nCloth is definitely a strength to leverage.  








Also, Maya + Window = new tech hotbed.  Syflex, Shave, Comet Muscles, and now 
FE/Splice.  Anything tha

Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Sebastien Sterling
To Byron,

I feel you buddy, know the pain of that fight only too well.


On 23 May 2014 14:26, Byron Nash  wrote:

> Answering the original question. Once the announcement was made, it has
> created a near impossible environment for me to use Softimage. My employer
> already scowled at my use of SI and now he has a reason to dictate me use
> another app. We bought a seat of C4D and I'm trying to get up to speed in
> it. The only way now that I can run something through SI is if I can
> demonstrate a problem only solved in SI or am completely solo(freelance).
> Otherwise I'm hemmed in and have to use what they tell me. It was an uphill
> battle before fighting for Softimage but now it's a cliff face. For all
> those who are able to keep on going, don't take it for granted!
>
> Byron
>
>
> On Fri, May 23, 2014 at 9:18 AM, Luc-Eric Rousseau wrote:
>
>> On Fri, May 23, 2014 at 8:36 AM, Jordi Bares 
>> wrote:
>> > Can I ask you Luc-Eric how is that the same engine was not put in XSI?
>> the
>> > whole HQV reinvention seems to me like I am missing something.
>> >
>> > If you ware allowed to discuss what was the behind that decision? I am
>> sure
>> > it made sense to someone but I still don't get it.
>>
>> The HQV project in Softimage was small project we could do in one
>> release.  It was about finishing the already-begun MetaSL
>> implementation in the viewport, which you could enable with an
>> environment variable in Softimage 2010, and fixing a few things like
>> transparency and texturing issues that have been asked for a long
>> time.  It ended up being a bit more complicated, but we still managed
>> to do it with a few people.
>>
>> It's not a new viewport, it's just installing realtime shaders in the
>> same Softimage viewing code as before.  It's the same thing as the
>> "OpenGL" real time shader mode.
>>
>> Now Viewport 2.0 in Maya or Max... those are  huge multi-year project
>> with dozens of people, and work continues.  You need to change many
>> thing in your app to modernize it to the new viewing philosophy and
>> detach it from the old OpenGL and old ways of thinking/coding.  A few
>> years ago, when the plan for Softimage 2014 was made, nitrous and vp
>> 2.0 were both young and struggling so it wasn't obvious at all.
>>
>
>


Re: Maya strengts (anyone?)

2014-05-23 Thread Sebastien Sterling
"I just wanted to find out what Maya's strengths were in this new
post-Softimage world."


You must understand that you can't very well depict an apps strengths
without comparing it to its peers, past and present.

Bottom line is that maya out of the box doesn't have any massive strengths
that would make it a nobrainner decision to use.

It's biggest asset is that it is the industry standard.

And as previously mentioned, where other apps are way better in some areas,
it at least gives you access to all areas in production.

As an in house artist with TD's and Dev's on hand, it is functional

As an independent user, it is an uphill struggle.

Only time will tell if this trend is to be broken.


On 23 May 2014 14:31, Andi Farhall  wrote:

>
> thanks for that, when I can no longer pay my rent because of this can I
> camp in your massive garden?
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>
>
> --
> Date: Fri, 23 May 2014 12:41:47 +0100
>
> Subject: Re: Maya strengts (anyone?)
> From: winder.t...@googlemail.com
> To: softimage@listproc.autodesk.com
>
>
> Well from a companies point of view.
>
> There are MANY MANY times more high quality artists to employ,
> which means no problems finding people, and the artists probably drive
> down their own prices.
> Ive worked at xsi places where they just couldn't find a freelancer at all
> - because any good ones were permanent at other shops.
>
> At the moment this is never a a problem with Maya
>
>
> On Thu, May 22, 2014 at 7:46 PM, Emilio Hernandez wrote:
>
> Maybe we can submit tickets to AD...
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-05-22 13:44 GMT-05:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> I think i mentioned before that if you have ten TD's waiting on you of
> course, i assume the experience becomes a lot more fun. but most places
> even medium businesses will not have that kind of work force.
>
>
>
>
> On 22 May 2014 19:25, Meng-Yang Lu  wrote:
>
> If I were a modeler, animator, or lighter, AND I was absolved of all TD
> responsibilities, I would absolutely love Maya.  This is the vast majority
> of the artist experience.  It is being in an established shop with tools
> already in place to get your work done or a team of TDs to make said tools.
>  I'm surrounded by happy animators, modelers, and lighters. If they hit a
> problem, they just submit a ticket and a magic email appears asking them to
> restart Maya to receive the new goodies.
>
> For non-departmentalized facilities where one artist need to wear all hats
> and FX artists, the Maya experience is a completely different one.
>
> Maya is the application I have the deepest knowledge in, but even with a
> medium to shallow working knowledge in Softimage or Houdini, I find myself
> being more productive over time in those application as a generalist/TD
> than in Maya alone.
>
> If I had a nickel for questions starting with... "In Maya, can you..."
>  The answer is always yes.  Getting to that "yes" more often than not is
> really painful.
>
> -Lu
>
>
>
> On Thu, May 22, 2014 at 10:31 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
> Lol Lu
>
> It's amazing for this, this, this it sucks :)
>
> I believe qualoth has been discontinued. yes next person to offer a
> feature rich cloth solution will be a rich man/woman, may the Fabric enginz
> be with him.
>
>
> On 22 May 2014 18:18, Halim Negadi  wrote:
>
> +6 Lu
>
>
> On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu  wrote:
>
> I think the only failure of the node architecture was that it wasn't meant
> to be used by artists.  Had they had that in consideration, we would've had
> something like ICE or close to it ages ago.  There are still some cool
> thing you can do in the Hypershade today, but it's unwieldy compared to
> applications that knew nodes was going to be tinkered with by artists.
>
> Maya strengths are still it's quick interactive ability to build stuff and
> animate.  Since this is an XSI list, we've all had a taste of what
> animation could be due to some really nice "quality of life" features.
>  However, XSI never in the ti

Re: Maya strengts (anyone?)

2014-05-23 Thread Leendert A. Hartog
Oh, I understand fully you can't compare without something to compare 
with. ;)
My interpretation of many of the posts in this thread is that people 
understandably still primarily compare it to Softimage. My question was 
where its place was in this "post-Softimage" world.

Which is a tough (maybe even a silly?) question, I understand that.
But several posts have answered my question fully...

Greetz
Leendert

--

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



Re: Maya strengts (anyone?)

2014-05-23 Thread Luc-Eric Rousseau
Fluid was missing from that list IMHO.. and it's not something we have
in Softimage.

On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog  wrote:
> Oh, I understand fully you can't compare without something to compare with.
> ;)
> My interpretation of many of the posts in this thread is that people
> understandably still primarily compare it to Softimage. My question was
> where its place was in this "post-Softimage" world.
> Which is a tough (maybe even a silly?) question, I understand that.
> But several posts have answered my question fully...
>
> Greetz
> Leendert


Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?

2014-05-23 Thread Jordi Bares
Thanks for the info… I guess I was naively thinking it had little implications 
on the rest of the code.

Jordi Bares
jordiba...@gmail.com

On 23 May 2014, at 14:18, Luc-Eric Rousseau  wrote:

> On Fri, May 23, 2014 at 8:36 AM, Jordi Bares  wrote:
>> Can I ask you Luc-Eric how is that the same engine was not put in XSI? the
>> whole HQV reinvention seems to me like I am missing something.
>> 
>> If you ware allowed to discuss what was the behind that decision? I am sure
>> it made sense to someone but I still don't get it.
> 
> The HQV project in Softimage was small project we could do in one
> release.  It was about finishing the already-begun MetaSL
> implementation in the viewport, which you could enable with an
> environment variable in Softimage 2010, and fixing a few things like
> transparency and texturing issues that have been asked for a long
> time.  It ended up being a bit more complicated, but we still managed
> to do it with a few people.
> 
> It's not a new viewport, it's just installing realtime shaders in the
> same Softimage viewing code as before.  It's the same thing as the
> "OpenGL" real time shader mode.
> 
> Now Viewport 2.0 in Maya or Max... those are  huge multi-year project
> with dozens of people, and work continues.  You need to change many
> thing in your app to modernize it to the new viewing philosophy and
> detach it from the old OpenGL and old ways of thinking/coding.  A few
> years ago, when the plan for Softimage 2014 was made, nitrous and vp
> 2.0 were both young and struggling so it wasn't obvious at all.




Re: RPF files?

2014-05-23 Thread John Richard Sanchez
I am not sure. A compositor was asking if I could give him .rpf files.


On Thu, May 22, 2014 at 10:17 PM, Francisco Criado wrote:

> You can get most of the typical data from rpf in different channels or
> passes, do you need anything specific?
>
> F.
> El may 22, 2014 9:41 PM, "Alan Fregtman" 
> escribió:
>
> Nope.
>>
>>
>>
>> On Wed, May 21, 2014 at 4:48 PM, John Richard Sanchez <
>> youngupstar...@gmail.com> wrote:
>>
>>> Is there any way to render out .rpf files from XSI?
>>> Thanks
>>> John
>>>
>>> --
>>> www.johnrichardsanchez.com
>>>
>>
>>


-- 
www.johnrichardsanchez.com


Re: RPF files?

2014-05-23 Thread sue jang
strangle that compositor!


On Fri, May 23, 2014 at 11:33 AM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> I am not sure. A compositor was asking if I could give him .rpf files.
>
>
> On Thu, May 22, 2014 at 10:17 PM, Francisco Criado 
> wrote:
>
>> You can get most of the typical data from rpf in different channels or
>> passes, do you need anything specific?
>>
>> F.
>> El may 22, 2014 9:41 PM, "Alan Fregtman" 
>> escribió:
>>
>>  Nope.
>>>
>>>
>>>
>>> On Wed, May 21, 2014 at 4:48 PM, John Richard Sanchez <
>>> youngupstar...@gmail.com> wrote:
>>>
 Is there any way to render out .rpf files from XSI?
 Thanks
 John

 --
 www.johnrichardsanchez.com

>>>
>>>
>
>
> --
> www.johnrichardsanchez.com
>


Re: RPF files?

2014-05-23 Thread John Richard Sanchez
:)


On Fri, May 23, 2014 at 11:42 AM, sue jang  wrote:

> strangle that compositor!
>
>
> On Fri, May 23, 2014 at 11:33 AM, John Richard Sanchez <
> youngupstar...@gmail.com> wrote:
>
>> I am not sure. A compositor was asking if I could give him .rpf files.
>>
>>
>> On Thu, May 22, 2014 at 10:17 PM, Francisco Criado > > wrote:
>>
>>> You can get most of the typical data from rpf in different channels or
>>> passes, do you need anything specific?
>>>
>>> F.
>>> El may 22, 2014 9:41 PM, "Alan Fregtman" 
>>> escribió:
>>>
>>>  Nope.



 On Wed, May 21, 2014 at 4:48 PM, John Richard Sanchez <
 youngupstar...@gmail.com> wrote:

> Is there any way to render out .rpf files from XSI?
> Thanks
> John
>
> --
> www.johnrichardsanchez.com
>


>>
>>
>> --
>> www.johnrichardsanchez.com
>>
>
>


-- 
www.johnrichardsanchez.com


Re: Export Pointclouds for other apps

2014-05-23 Thread Siew Yi Liang

Hi Tim:

Depending on the type of pointcloud/complexity, I've had some success 
with exporting to nCache format and bringing that into Maya (I was just 
doing exported point positions though, not geometry instances 
specifically.) Other than that I would agree that Alembic is the most 
hassle-free way to do it.


Yours sincerely,
Siew Yi Liang

On 5/22/2014 12:06 PM, Tim Crowson wrote:
Is it possible to export ICE pointclouds to a format that other apps 
can use? I'm scattering some geometry and I'd like to export the 
pointcloud so I can rescatter in another app and have the same point 
positions

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com






RE: Maya strengts (anyone?)

2014-05-23 Thread Matt Lind
Doesn't softimage have Lagoa fluids?


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)

Fluid was missing from that list IMHO.. and it's not something we have in 
Softimage.

On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog  wrote:
> Oh, I understand fully you can't compare without something to compare with.
> ;)
> My interpretation of many of the posts in this thread is that people 
> understandably still primarily compare it to Softimage. My question 
> was where its place was in this "post-Softimage" world.
> Which is a tough (maybe even a silly?) question, I understand that.
> But several posts have answered my question fully...
>
> Greetz
> Leendert



Re: Maya strengts (anyone?)

2014-05-23 Thread Sebastien Sterling
is EmFluids also a fluids solver or more of a fire and smoke tool ?


On 23 May 2014 18:29, Matt Lind  wrote:

> Doesn't softimage have Lagoa fluids?
>
>
> Matt
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
> Sent: Friday, May 23, 2014 7:54 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Maya strengts (anyone?)
>
> Fluid was missing from that list IMHO.. and it's not something we have in
> Softimage.
>
> On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog 
> wrote:
> > Oh, I understand fully you can't compare without something to compare
> with.
> > ;)
> > My interpretation of many of the posts in this thread is that people
> > understandably still primarily compare it to Softimage. My question
> > was where its place was in this "post-Softimage" world.
> > Which is a tough (maybe even a silly?) question, I understand that.
> > But several posts have answered my question fully...
> >
> > Greetz
> > Leendert
>
>


Re: Maya strengts (anyone?)

2014-05-23 Thread Mario Reitbauer
Luc you are still at AD right ?

Would love to have an honest answer on that one. Is there any chance to get
workflow improvement features actually beeing added into maya in a
reasonable time if we report them ?
Simple stuff:
Flip muscle capsule (if you create your capsules out of a skinned mesh you
gonna need that, no idea why it's not there)
child- and constraint compensation
viewport selection update (this is were maya rly feels clunky, when it
comes to just selecting objects or components, if ur interested i would
love to tell you why, but i guess you know)
working with sets (remove object from set is only possible through diving
into that hierachy in a graph ?)

This and more are the things which drive me nuts. It's just the small
things, not even features.

So as long as artists are forced to write scripts for every single task
(visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for
hiding and showing objects ?) I can't think of too many things which would
make maya beeing faster in actual production.


2014-05-23 19:49 GMT+02:00 Sebastien Sterling 
:

> is EmFluids also a fluids solver or more of a fire and smoke tool ?
>
>
> On 23 May 2014 18:29, Matt Lind  wrote:
>
>> Doesn't softimage have Lagoa fluids?
>>
>>
>> Matt
>>
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
>> Sent: Friday, May 23, 2014 7:54 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Maya strengts (anyone?)
>>
>> Fluid was missing from that list IMHO.. and it's not something we have in
>> Softimage.
>>
>> On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog 
>> wrote:
>> > Oh, I understand fully you can't compare without something to compare
>> with.
>> > ;)
>> > My interpretation of many of the posts in this thread is that people
>> > understandably still primarily compare it to Softimage. My question
>> > was where its place was in this "post-Softimage" world.
>> > Which is a tough (maybe even a silly?) question, I understand that.
>> > But several posts have answered my question fully...
>> >
>> > Greetz
>> > Leendert
>>
>>
>


Re: Maya strengts (anyone?)

2014-05-23 Thread Sebastien Sterling
Skinning, my god fix the skinning ! it's not reasonable to have to manually
tick which bones you want or don't want to work on.


On 23 May 2014 19:23, Mario Reitbauer  wrote:

> Luc you are still at AD right ?
>
> Would love to have an honest answer on that one. Is there any chance to
> get workflow improvement features actually beeing added into maya in a
> reasonable time if we report them ?
> Simple stuff:
> Flip muscle capsule (if you create your capsules out of a skinned mesh you
> gonna need that, no idea why it's not there)
> child- and constraint compensation
> viewport selection update (this is were maya rly feels clunky, when it
> comes to just selecting objects or components, if ur interested i would
> love to tell you why, but i guess you know)
> working with sets (remove object from set is only possible through diving
> into that hierachy in a graph ?)
>
> This and more are the things which drive me nuts. It's just the small
> things, not even features.
>
> So as long as artists are forced to write scripts for every single task
> (visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for
> hiding and showing objects ?) I can't think of too many things which would
> make maya beeing faster in actual production.
>
>
> 2014-05-23 19:49 GMT+02:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
> is EmFluids also a fluids solver or more of a fire and smoke tool ?
>>
>>
>> On 23 May 2014 18:29, Matt Lind  wrote:
>>
>>> Doesn't softimage have Lagoa fluids?
>>>
>>>
>>> Matt
>>>
>>>
>>> -Original Message-
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
>>> Sent: Friday, May 23, 2014 7:54 AM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Re: Maya strengts (anyone?)
>>>
>>> Fluid was missing from that list IMHO.. and it's not something we have
>>> in Softimage.
>>>
>>> On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog 
>>> wrote:
>>> > Oh, I understand fully you can't compare without something to compare
>>> with.
>>> > ;)
>>> > My interpretation of many of the posts in this thread is that people
>>> > understandably still primarily compare it to Softimage. My question
>>> > was where its place was in this "post-Softimage" world.
>>> > Which is a tough (maybe even a silly?) question, I understand that.
>>> > But several posts have answered my question fully...
>>> >
>>> > Greetz
>>> > Leendert
>>>
>>>
>>
>


Re: Maya strengts (anyone?)

2014-05-23 Thread Sergio Mucino
+100. Maya has the WORST skinning system I've used in any application, bar 
none. It's a horrible nightmare to work with it. 

Sergio Muciño.
Sent from my iPad.

> On May 23, 2014, at 2:41 PM, Sebastien Sterling 
>  wrote:
> 
> Skinning, my god fix the skinning ! it's not reasonable to have to manually 
> tick which bones you want or don't want to work on.
> 
> 
>> On 23 May 2014 19:23, Mario Reitbauer  wrote:
>> Luc you are still at AD right ?
>> 
>> Would love to have an honest answer on that one. Is there any chance to get 
>> workflow improvement features actually beeing added into maya in a 
>> reasonable time if we report them ?
>> Simple stuff:
>> Flip muscle capsule (if you create your capsules out of a skinned mesh you 
>> gonna need that, no idea why it's not there)
>> child- and constraint compensation
>> viewport selection update (this is were maya rly feels clunky, when it comes 
>> to just selecting objects or components, if ur interested i would love to 
>> tell you why, but i guess you know)
>> working with sets (remove object from set is only possible through diving 
>> into that hierachy in a graph ?)
>> 
>> This and more are the things which drive me nuts. It's just the small 
>> things, not even features.
>> 
>> So as long as artists are forced to write scripts for every single task 
>> (visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for 
>> hiding and showing objects ?) I can't think of too many things which would 
>> make maya beeing faster in actual production.
>> 
>> 
>> 2014-05-23 19:49 GMT+02:00 Sebastien Sterling :
>> 
>>> is EmFluids also a fluids solver or more of a fire and smoke tool ?
>>> 
>>> 
 On 23 May 2014 18:29, Matt Lind  wrote:
 Doesn't softimage have Lagoa fluids?
 
 
 Matt
 
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
 Rousseau
 Sent: Friday, May 23, 2014 7:54 AM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya strengts (anyone?)
 
 Fluid was missing from that list IMHO.. and it's not something we have in 
 Softimage.
 
 On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog  
 wrote:
 > Oh, I understand fully you can't compare without something to compare 
 > with.
 > ;)
 > My interpretation of many of the posts in this thread is that people
 > understandably still primarily compare it to Softimage. My question
 > was where its place was in this "post-Softimage" world.
 > Which is a tough (maybe even a silly?) question, I understand that.
 > But several posts have answered my question fully...
 >
 > Greetz
 > Leendert
> 


Re: Maya strengts (anyone?)

2014-05-23 Thread Luc-Eric Rousseau
On Fri, May 23, 2014 at 1:29 PM, Matt Lind  wrote:
>> Fluid was missing from that list IMHO.. and it's not something we have in 
>> Softimage.
> Doesn't softimage have Lagoa fluids?

Lagoa fluid ICE particles-based, correct? maya has 2d and 3d
grid-based and voxel-based fluids with the new Bifrost solvers, and
good viewport visualization of them, grids caching, etc.  Different
results/workflows/etc.


RE: Maya strengts (anyone?)

2014-05-23 Thread Jill Ramsay (Contractor)
Hello Mario,
It would be foolish of me to promise that everything you report is going to get 
fixed in the timeframe you’d like, but we are looking at addressing some of 
your common obstacles, and especially the ones that would benefit all Maya 
users. Feel free to post your top issues to the Area Softimage Transition forum 
here: 
http://forums.autodesk.com/t5/Softimage-Workflow-Feature/bd-p/softimageworkflow.

Constraint compensation – this came up somewhere else and I think it already 
exists: check ‘Maintain Offset’ in the Constraint dialog.

Thanks,
Jill (and yes Luc-Eric is thankfully still at AD and working on the Maya team.)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
Sent: May-23-14 2:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)

Luc you are still at AD right ?

Would love to have an honest answer on that one. Is there any chance to get 
workflow improvement features actually beeing added into maya in a reasonable 
time if we report them ?
Simple stuff:
Flip muscle capsule (if you create your capsules out of a skinned mesh you 
gonna need that, no idea why it's not there)
child- and constraint compensation
viewport selection update (this is were maya rly feels clunky, when it comes to 
just selecting objects or components, if ur interested i would love to tell you 
why, but i guess you know)
working with sets (remove object from set is only possible through diving into 
that hierachy in a graph ?)

This and more are the things which drive me nuts. It's just the small things, 
not even features.

So as long as artists are forced to write scripts for every single task 
(visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for hiding 
and showing objects ?) I can't think of too many things which would make maya 
beeing faster in actual production.

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