Re: What were they thinking....

2017-08-25 Thread Matt Lind
The Maya SDK is no better.

Excruciating teeth-pulling experience to do really basic things as concepts 
are not explained, or explained well.  Every node is purpose-built and has 
it's own secret handshakes to use making it difficult to write generalized 
and reusable code to perform common tasks.  Using the SDK basically involves 
studying the graph as seen in the node editor, dissecting how it was built, 
then repeating it in your code...only to find out even if you replicate the 
exact same setup it doesn't behave the same.  There are additional hidden 
tricks you must know to get those last pieces to drop into place.  You can 
very easily fall into the trap of attempting to write your own abstraction 
layer just to make the pieces less cumbersome to use, but just when you 
think you've wrapped everything nicely, Maya throws you one of it's endless 
supply of idiosyncratic surprises.

Example:  constraints

In softimage, each constraint is a separate operator that lives in an 
object's construction history.  Every time you add a constraint, it is added 
to the construction history in the order which it was applied.  A lot more 
may be going on under the hood, but to the end user it's very straight 
forward.

In Maya, if you attempt to add more than one of the same type of constraint 
to an object (e.g. two point constraints), instead of making two distinct 
constraint operator nodes like in Softimage, Maya consolidates them into a 
single constraint node with multiple inputs blended internally - but you 
have to supply your own blendweight slider to do that (they don't mention 
that in the SDK docs).  Since each constraint type has slightly different 
inputs and outputs, you write your own abstraction layer to handle the 
differences, only to discover that if two different types of constraints 
affecting the same attribute of an object are applied (e.g. point and parent 
constraint competing for the 'position' attribute), Maya throws the curve 
ball of inserting a 'pairBlend' node, which is like mix2colors node, but for 
transforms instead of colors.  Great.  Now you must revise your logic in 
your abstraction layer to account for that.  Then you start testing again 
applying a point constraint, then a parent constraint, then another type of 
constraint which also competes for the position attributeonly to 
discover Maya now removes the pairBlend node and rearranges the constraints 
into an entirely different arrangement you cannot predict.  This is why Maya 
will always suck.  Probably also explains why a lot of the C++ sample code I 
see wraps MEL commands instead of digging into the dependency graph.

I haven't followed Maya development, but from a distance it appears they're 
focusing on revamping the underlying core right now and will worry about the 
UI later.  However, given the idiosyncratic framework, I honestly don't see 
a slick and user friendly UI (a la Softimage forthcoming) at any point in 
time.  The way Maya is (currently) built won't allow it.

In short, they weren't thinking.

Matt



Date: Fri, 25 Aug 2017 09:41:26 -0700
From: Meng-Yang Lu 
Subject: Re: What were they thinking
To: "Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list";

The copy and paste is pretty bad.  Haven't done it in years because of the
PTSD, but I remembered it would put "__pasted__" on the names of the
objects that were pasted over, assuming you wanted to do that in the first
place.

It's not a finely-tuned generalist tool like Softimage is out of the box.
And before, you could forgive it's shortcomings because in the Motif UI
days, it was ugly, but stupid fast.  Hotbox, plus marking menus, plus
hotkeys made you fast.  Now the UI lag pretty much sapped the joy from
those UI features.

Maya has had a tough time adapting to the times.  I see other developers
more in-tuned with the day to day tasks of production and developing tools
that help artists get through their day.  Not sure why ADSK can't move the
needle in a meaningful way when it comes to Maya releases.  I feel like
they should go and buy new computers, install maya out of the box, and try
to put together a 3 min short film.  The pitfalls would be pretty obvious
imo.

peace,

-Lu 


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Re: What were they thinking....

2017-08-25 Thread Meng-Yang Lu
The copy and paste is pretty bad.  Haven't done it in years because of the
PTSD, but I remembered it would put "__pasted__" on the names of the
objects that were pasted over, assuming you wanted to do that in the first
place.

It's not a finely-tuned generalist tool like Softimage is out of the box.
And before, you could forgive it's shortcomings because in the Motif UI
days, it was ugly, but stupid fast.  Hotbox, plus marking menus, plus
hotkeys made you fast.  Now the UI lag pretty much sapped the joy from
those UI features.

Maya has had a tough time adapting to the times.  I see other developers
more in-tuned with the day to day tasks of production and developing tools
that help artists get through their day.  Not sure why ADSK can't move the
needle in a meaningful way when it comes to Maya releases.  I feel like
they should go and buy new computers, install maya out of the box, and try
to put together a 3 min short film.  The pitfalls would be pretty obvious
imo.

peace,

-Lu
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RE: What were they thinking....

2017-08-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
The Z hotkey has apparently been around since 2014 or earlier. But it is at 
least something I can remove.

The Ctrl-V hotkey is new, apparently introduced about Maya 2016 or so. This one 
is apparently hard-coded into the application somewhere. There are four 
contexts for this hotkey in Edit(Common), Time Editor, Node Editor, and UV 
Editor. Nothing is listed for the Outliner. I apparently can't turn this off 
without breaking normal copy/paste functionality it would seem. 

There is absolutely no excuse or justification for this kind of sloppiness in 
interface design. You want there to be impediments to this kind of action in 
order to insure that it's a proper action to take. Copy a scene unto itself? 
Really? In who's world is that a common or frequently required need?

It's just so ironic, Maya desperately needs streamlining of this type at the 
interface level, but only if it is useful. This is not useful, nor is it 
logical, or desirable. I've been waiting 20 years for Maya developers to make 
standard hotkeys for Outliner, Graph Editor, Hypergraph(Multilister before 
that), Attribute Editor, and Render View. Stuff that gets opened and used a 
lot! But there are hotkeys for such obscure things as Lock Curve Length?  

If you are a Softimage person new to Maya, and you are wondering why everybody 
seems to have peculiar or nonstandard workflows while in it, this is why. I'm 
about to trash the standard hotkeys for nth time in 20 years. 
First removed hotkey: Z
First new hotkey: Outliner = 8

Incidentally, I'm still waiting for Maya to delete the 4+ duplicate 
geometry objects from my scene. If it completes successfully I might be able to 
recover the scene... next week.

Joey


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Friday, August 25, 2017 4:46 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: What were they thinking

What gems you found there.

The lack of logical thinking behind the Maya UI and tool design is appalling - 
I am greying rapidly these days.

Morten


> Den 24. august 2017 klokken 23:50 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> Having been requested to do a project that would be best suited to do in Maya 
> because of some of the features Maya provides by default, namely fluids, I 
> have been using Maya several weeks for the first time in a really long while.
> 
> I thought I would share, especially from a Softimage perspective, apparently 
> Maya has some hidden hotkeys and some hidden commands associated to existing 
> hotkeys that did not exist in the past.
> 
> 
> 1.   Z key executes Undo.
> 
> a.   Its supposed to be Ctrl-Z, not Z, but apparently Z by itself does 
> the same thing
> 
> b.  As a former Softimage user, prone to hitting the Z key very often, 
> I've been hitting this key a lot this week.
> 
> c.   This command is documented, at least its searchable in the hot key 
> editor.
> 
> d.  The command is redundant and inconsistent and makes it to easy to 
> undo something.
> 
> e.  It has the potential to bite you by undoing your work without your 
> knowledge.
> 
> 
> 
> 2.   Ctrl-V executes a scene read, of the currently saved scene into the 
> existing scene
> 
> a.   This happens if you are in the outliner
> 
> b.  Its basically the equivalent of import scene
> 
> c.   It uses the current scene name as the import
> 
> d.  If the scene is previously saved it will add a copy of the scene into 
> the existing scene
> 
> e.  I was in outliner, renaming groups for a massively large scene, in 
> excess of 4 objects, I forgot to double click an item in the outliner to 
> initiate the rename of the object name, now it is reading another 40,000+ 
> objects into my scene. It will be tomorrow before I can salvage it, if at 
> all...
> 
> f.This command is undocumented, the hot key editor provides no 
> context for this behavior related to the outliner.
> 
> 
> 
> 3.   This occurs in Maya 2017. I am sure there are other insanities like 
> this lurking. Be warned
> 
> 
> Joey
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> "unsubscribe" in the subject, and reply to confirm.
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Re: What were they thinking....

2017-08-25 Thread Morten Bartholdy
What gems you found there.

The lack of logical thinking behind the Maya UI and tool design is appalling - 
I am greying rapidly these days.

Morten


> Den 24. august 2017 klokken 23:50 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" :
> 
> 
> Having been requested to do a project that would be best suited to do in Maya 
> because of some of the features Maya provides by default, namely fluids, I 
> have been using Maya several weeks for the first time in a really long while.
> 
> I thought I would share, especially from a Softimage perspective, apparently 
> Maya has some hidden hotkeys and some hidden commands associated to existing 
> hotkeys that did not exist in the past.
> 
> 
> 1.   Z key executes Undo.
> 
> a.   Its supposed to be Ctrl-Z, not Z, but apparently Z by itself does 
> the same thing
> 
> b.  As a former Softimage user, prone to hitting the Z key very often, 
> I've been hitting this key a lot this week.
> 
> c.   This command is documented, at least its searchable in the hot key 
> editor.
> 
> d.  The command is redundant and inconsistent and makes it to easy to 
> undo something.
> 
> e.  It has the potential to bite you by undoing your work without your 
> knowledge.
> 
> 
> 
> 2.   Ctrl-V executes a scene read, of the currently saved scene into the 
> existing scene
> 
> a.   This happens if you are in the outliner
> 
> b.  Its basically the equivalent of import scene
> 
> c.   It uses the current scene name as the import
> 
> d.  If the scene is previously saved it will add a copy of the scene into 
> the existing scene
> 
> e.  I was in outliner, renaming groups for a massively large scene, in 
> excess of 4 objects, I forgot to double click an item in the outliner to 
> initiate the rename of the object name, now it is reading another 40,000+ 
> objects into my scene. It will be tomorrow before I can salvage it, if at 
> all...
> 
> f.This command is undocumented, the hot key editor provides no 
> context for this behavior related to the outliner.
> 
> 
> 
> 3.   This occurs in Maya 2017. I am sure there are other insanities like 
> this lurking. Be warned
> 
> 
> Joey
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
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