Re: Maya 2015 Node Editor

2014-07-16 Thread Sebastien Sterling
+1 Raff none of us can deny that the power is there just under the hood,
however taping into that power requires sacrificing liberal amounts of
goats.

In the last particle presentation for modo 701, it also seemed to give you
the ability to loop a node back on itself.


On 16 July 2014 04:57, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:

 To be fair, I wish Soft had the same loops that don't make sense.
 Maya nodes are able to inspect and express the scene graph to a much
 higher extent than it's ever been possible in Soft.

 Things like the parent inverse transform being able to feed back into a
 node affecting the owner of that attribute are shortcuts, and convenient
 ones at that.

 Introspection and outwards inspection from nodes have always been
 considerably ahead of Soft's historically painfully limited operators.

 It's a massive mistake to confuse the NE with ICE.
 They serve completely different purposes past the superficial and cosmetic
 similarities, and are good at completely different things.

 Maya isn't really stupid, counter-intuitive or useless in those regards,
 neither it is destructive.
 What Maya's issue is, by and large, is how F'ing poor the toolkit out of
 the box is.

 You have a ton of tiny, overly complicated minutiae to deal with that
 requires you develop knowledge and memory of ridiculously convoluted
 processes that are at odds with how the software operates, and you have a
 solid (if aging) and extensive platform when it comes to scene handling. It
 completely misses everything inbetween, so if you can't fill that gap (and
 on average commercial plugins and free scripts do a piss poor job of it)
 yourself, you're up a creek without a paddle and a tidal wave coming your
 way.

 This is in the context of the scene graph. When it comes to proceduralism
 of a certain type, higher level management of the scene and so on, Maya is
 a barren wasteland where blood thirsty rapists and serial killers roam
 free. You need to build a lot of stuff, a lot of it to an extremely low
 level, to make it barely passable (passes anyone?)


 On Wed, Jul 16, 2014 at 1:06 PM, Gerbrand Nel nagv...@gmail.com wrote:

  I think my main problem with the node editor is that some things that
 are influencing each other, aren't connected in the node editor. Other
 things are connected in a loop.
 This makes no sense to us humans.
 I was hoping the node editor would fill the gap left by the lack of a
 proper operator stack, but it still blows my mind how destructive Maya's
 work flow is.
 For now the node editor is where I do my shading, and check to see if my
 deformers are still linked when things don't seem to work right.

 OH here is a fun thing to try: put some animation on a sphere. Then graph
 that in the editor, and add animation layers. My nose almost started
 bleeding :)

 G




Re: Maya 2015 Node Editor

2014-07-16 Thread Luc-Eric Rousseau
I think we should draw a line to show the parenting in the Maya Node
Editor, that would make transform vs object make more sense, something
we're not doing.

For loops... actually Maya and XSI have similar in architecture, and
XSI's scene graph is full of loops as well.  Every operator, like the
moveop, is an operator that reads and writes back to the same object,
so it's a loop. I recall the kinestate to be particularly hairy.
We've kept all that kitchen stuff hidden under the hood in XSI. It's
just not showable:  a trivial operator like the moveop has half a
dozen connections, a hidden cluster, and it just gets more complicated
from there. The maya dg is a lot more simple, but it still isn't
designed be directly used, and the hypergraph/node editor are more
debugging tools than authoring tools.  Bifrost will be designed for
authoring.

On Tue, Jul 15, 2014 at 11:06 PM, Gerbrand Nel nagv...@gmail.com wrote:
 I think my main problem with the node editor is that some things that are
 influencing each other, aren't connected in the node editor. Other things
 are connected in a loop.
 This makes no sense to us humans.
 I was hoping the node editor would fill the gap left by the lack of a proper
 operator stack, but it still blows my mind how destructive Maya's work flow
 is.
 For now the node editor is where I do my shading, and check to see if my
 deformers are still linked when things don't seem to work right.

 OH here is a fun thing to try: put some animation on a sphere. Then graph
 that in the editor, and add animation layers. My nose almost started
 bleeding :)


Re: Maya 2015 Node Editor

2014-07-16 Thread Raffaele Fragapane
If you ever decide to start showing the DAG side of the graph in the NE,
please make sure it's a toggle like in the HG (and possibly a better and
more extensive one :) ) and not a mandatory addition to the graphing.
Shapes being an exception as they are unique the only one-to-many DAG item
due to instancing.
I actually abuse the NE as an authoring platform for rigging a lot, and
would rather see work done for it to become cleaner and more uniformly
responsive in a number of situations for that, not see it more cluttered,
or fall by the side in favor of bifrost getting all the love.

Bifrost has a shot at being an ICE replacement, but ICE and authoring of
that kind works well within boundaries, the NE does a better job of working
across the whole scene and operating the two are completely different
things with different problems to solve and factor making them intuitive.

The HS, and the connection view in the HG, however, need to die already
and see all the love transferred to the NE :p


On Wed, Jul 16, 2014 at 10:20 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 I think we should draw a line to show the parenting in the Maya Node
 Editor, that would make transform vs object make more sense, something
 we're not doing.

 For loops... actually Maya and XSI have similar in architecture, and
 XSI's scene graph is full of loops as well.  Every operator, like the
 moveop, is an operator that reads and writes back to the same object,
 so it's a loop. I recall the kinestate to be particularly hairy.
 We've kept all that kitchen stuff hidden under the hood in XSI. It's
 just not showable:  a trivial operator like the moveop has half a
 dozen connections, a hidden cluster, and it just gets more complicated
 from there. The maya dg is a lot more simple, but it still isn't
 designed be directly used, and the hypergraph/node editor are more
 debugging tools than authoring tools.  Bifrost will be designed for
 authoring.

 On Tue, Jul 15, 2014 at 11:06 PM, Gerbrand Nel nagv...@gmail.com wrote:
  I think my main problem with the node editor is that some things that are
  influencing each other, aren't connected in the node editor. Other things
  are connected in a loop.
  This makes no sense to us humans.
  I was hoping the node editor would fill the gap left by the lack of a
 proper
  operator stack, but it still blows my mind how destructive Maya's work
 flow
  is.
  For now the node editor is where I do my shading, and check to see if my
  deformers are still linked when things don't seem to work right.
 
  OH here is a fun thing to try: put some animation on a sphere. Then graph
  that in the editor, and add animation layers. My nose almost started
  bleeding :)




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Maya 2015 Node Editor

2014-07-16 Thread Stefan Kubicek

That was always my notion too. Just imagine an ICE graph without Get Data and 
Set Data nodes and replacing them with actual connections from/to the main ICE 
node. You'd get lots of loops, making the the graph more descriptive but also 
harder to read, besides exploding the number of input and output connections on 
the main ICE node.



I think we should draw a line to show the parenting in the Maya Node
Editor, that would make transform vs object make more sense, something
we're not doing.

For loops... actually Maya and XSI have similar in architecture, and
XSI's scene graph is full of loops as well.  Every operator, like the
moveop, is an operator that reads and writes back to the same object,
so it's a loop. I recall the kinestate to be particularly hairy.
We've kept all that kitchen stuff hidden under the hood in XSI. It's
just not showable:  a trivial operator like the moveop has half a
dozen connections, a hidden cluster, and it just gets more complicated
from there. The maya dg is a lot more simple, but it still isn't
designed be directly used, and the hypergraph/node editor are more
debugging tools than authoring tools.  Bifrost will be designed for
authoring.

On Tue, Jul 15, 2014 at 11:06 PM, Gerbrand Nel nagv...@gmail.com wrote:

I think my main problem with the node editor is that some things that are
influencing each other, aren't connected in the node editor. Other things
are connected in a loop.
This makes no sense to us humans.
I was hoping the node editor would fill the gap left by the lack of a proper
operator stack, but it still blows my mind how destructive Maya's work flow
is.
For now the node editor is where I do my shading, and check to see if my
deformers are still linked when things don't seem to work right.

OH here is a fun thing to try: put some animation on a sphere. Then graph
that in the editor, and add animation layers. My nose almost started
bleeding :)





--

-
   Stefan Kubicek ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only



Re: Maya 2015 Node Editor

2014-07-16 Thread Eric Turman
The biggest problem that I have with the self-loops is that it is all too
easy to accidentally disconnect one when re-arranging the nodes and not
notice that you have done so.

Additionally, the connection popup for additional channels is annoying 
tedious; I'd like most of the channels that are there cloistered away so
that the NE does not become more chaotic to use, but always having to go
there for something simple and straightforward as an input 2 all the time
is, at worst, enough to practically make a body go postal, and, at best,
enough to suck what little life is left out of the fun of working with
Maya.

The rigs that I've been making in Maya lately have heavy usage of the NE
and the fact that every node appears in the channel box is both scary and
irritating to animators.



-=T=-


Re: Maya 2015 Node Editor

2014-07-16 Thread Raffaele Fragapane
If there was better and more extensive handling of AE templates that
transferred to the NE so much of that could be obviated, things like being
able to set flags for filtering, locking connection/disconnection and
having ordering respected, and being able to properly default them.
That's kind of a theme with Maya, there is a lot you can do to ease the
pain, but you all too frequently need to do it over and over again, or only
goes the easy 80% and not the hard final 20%, so in the end you don't
bother all that often...


On Thu, Jul 17, 2014 at 12:06 AM, Eric Turman i.anima...@gmail.com wrote:

 The biggest problem that I have with the self-loops is that it is all too
 easy to accidentally disconnect one when re-arranging the nodes and not
 notice that you have done so.

 Additionally, the connection popup for additional channels is annoying 
 tedious; I'd like most of the channels that are there cloistered away so
 that the NE does not become more chaotic to use, but always having to go
 there for something simple and straightforward as an input 2 all the time
 is, at worst, enough to practically make a body go postal, and, at best,
 enough to suck what little life is left out of the fun of working with
 Maya.

 The rigs that I've been making in Maya lately have heavy usage of the NE
 and the fact that every node appears in the channel box is both scary and
 irritating to animators.



 -=T=-




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node 
editor. A few weeks ago I heard or read that they had improved the node 
editor, but from what I saw it is the same unusable piece of crap as 
before... not even close to the ICE Tree editor in Softimage.


Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric




Re: Maya 2015 Node Editor

2014-07-15 Thread Sergio Mucino
Yep, it's called the Node Editor (to make the difference with the Hypergraph 
and Hypershade). As to improved... Well, I guess you already found out for 
yourself. It's basically a new look with the same old workflows from 20 years 
ago (ok, not really... Now you can drag connection wires instead of using the 
Connection Editor... Yay). 

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:
 
 Hey guys,
 
 Just installed Maya 2015, because I need its SDK to compile some plugins.
 
 Out of curiosity I took a look at the new version, especially the node 
 editor. A few weeks ago I heard or read that they had improved the node 
 editor, but from what I saw it is the same unusable piece of crap as 
 before... not even close to the ICE Tree editor in Softimage.
 
 Did I miss something?? Is there a new node editor in Maya 2015 or not?
 
 Thanks!
 Eric
 
 



Re: Maya 2015 Node Editor

2014-07-15 Thread Gerbrand Nel

It is there to show you just how old and useless Maya is.
So far I've only found one cool thing it can do. You can re-connect 
expressions with ituuhhm yes.. it realy blows the mind -_-

The more I learn, the angrier I get.
G
On 2014/07/15 03:00 PM, Sergio Mucino wrote:

Yep, it's called the Node Editor (to make the difference with the Hypergraph and 
Hypershade). As to improved... Well, I guess you already found out for yourself. It's 
basically a new look with the same old workflows from 20 years ago (ok, not really... Now you can 
drag connection wires instead of using the Connection Editor... Yay).

Sergio Muciño.
Sent from my iPad.


On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node editor. 
A few weeks ago I heard or read that they had improved the node editor, but 
from what I saw it is the same unusable piece of crap as before... not even 
close to the ICE Tree editor in Softimage.

Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric








Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Hope you like grey on fucking grey !


On 15 July 2014 15:17, Peter Agg peter@googlemail.com wrote:

 To be fair it's easier than using the Hypergraph + Connection Editor if
 you're used to modern software. But yeah, it doesn't offer anything new or
 anything. It's the same workflow with lipstick on.


 On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:

 It is there to show you just how old and useless Maya is.
 So far I've only found one cool thing it can do. You can re-connect
 expressions with ituuhhm yes.. it realy blows the mind -_-
 The more I learn, the angrier I get.
 G

 On 2014/07/15 03:00 PM, Sergio Mucino wrote:

 Yep, it's called the Node Editor (to make the difference with the
 Hypergraph and Hypershade). As to improved... Well, I guess you already
 found out for yourself. It's basically a new look with the same old
 workflows from 20 years ago (ok, not really... Now you can drag connection
 wires instead of using the Connection Editor... Yay).

 Sergio Muciño.
 Sent from my iPad.

  On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

 Hey guys,

 Just installed Maya 2015, because I need its SDK to compile some
 plugins.

 Out of curiosity I took a look at the new version, especially the node
 editor. A few weeks ago I heard or read that they had improved the node
 editor, but from what I saw it is the same unusable piece of crap as
 before... not even close to the ICE Tree editor in Softimage.

 Did I miss something?? Is there a new node editor in Maya 2015 or not?

 Thanks!
 Eric








Re: Maya 2015 Node Editor

2014-07-15 Thread Leendert A. Hartog

Peter Agg schreef op 15-7-2014 16:17:

 It's the same workflow with lipstick on.


Hmm, lipstick should at least improve the situation cosmetically. The 
node editor doesn't even accomplish that...


Greetz
Leendert
AKA Hirazi Blue

--

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



Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far 
better than the hypergraph, but still... it's not good at all. Had hoped 
that they would make that better, but no.




Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with lipstick on.


On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:

 It is there to show you just how old and useless Maya is.
 So far I've only found one cool thing it can do. You can re-connect
 expressions with ituuhhm yes.. it realy blows the mind -_-
 The more I learn, the angrier I get.
 G

 On 2014/07/15 03:00 PM, Sergio Mucino wrote:

 Yep, it's called the Node Editor (to make the difference with the
 Hypergraph and Hypershade). As to improved... Well, I guess you already
 found out for yourself. It's basically a new look with the same old
 workflows from 20 years ago (ok, not really... Now you can drag connection
 wires instead of using the Connection Editor... Yay).

 Sergio Muciño.
 Sent from my iPad.

  On Jul 15, 2014, at 4:20 AM, Eric Mootz e...@mootzoid.com wrote:

 Hey guys,

 Just installed Maya 2015, because I need its SDK to compile some plugins.

 Out of curiosity I took a look at the new version, especially the node
 editor. A few weeks ago I heard or read that they had improved the node
 editor, but from what I saw it is the same unusable piece of crap as
 before... not even close to the ICE Tree editor in Softimage.

 Did I miss something?? Is there a new node editor in Maya 2015 or not?

 Thanks!
 Eric







RE: Maya 2015 Node Editor

2014-07-15 Thread Graham Bell
Yeah, I don't think much was done to the Node Editor for 2015, other than some 
fixes and minor tweaks. It's by no means a complete replacement for some Maya 
features yet, because you can't properly graph things like the Hypershade, 
Hypergraph, and Bifrost.yet. :-)

Eric, you need to get on the Beta.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Mootz
Sent: 15 July 2014 09:20
To: softimage@listproc.autodesk.com
Subject: Maya 2015 Node Editor

Hey guys,

Just installed Maya 2015, because I need its SDK to compile some plugins.

Out of curiosity I took a look at the new version, especially the node editor. 
A few weeks ago I heard or read that they had improved the node editor, but 
from what I saw it is the same unusable piece of crap as before... not even 
close to the ICE Tree editor in Softimage.

Did I miss something?? Is there a new node editor in Maya 2015 or not?

Thanks!
Eric


attachment: winmail.dat

Re: Maya 2015 Node Editor

2014-07-15 Thread Luc-Eric Rousseau
Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that they
 would make that better, but no.



Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
Possibly , make it 

Intuititive,
Useful but mostly 

Meaninful from a workflow point of view

Ie make it be where people want to go in order to get stuff done in a
quick, visually helpful manner.








On 2014/07/15, 5:07 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.


table width=100% border=0 cellspacing=0 cellpadding=0 
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communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
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enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
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Re: Maya 2015 Node Editor

2014-07-15 Thread Gerbrand Nel

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
I don¹t think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn¹t mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a new Node editor 2.0

That been said , working in Modo¹s nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%; 
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
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/tr
/table




Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Text and color coding the nodes is good, icons not so much, an icon needs
to be learnt, text and color coding impart directly the meaning of the node.

icons can be good too, but in maya you have icons that look like other
icons, and it is confusing as all hell


On 15 July 2014 16:29, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P

 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:

 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
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 size=1 color=#99span style=font-size:11px;This communication
 is intended for the addressee only. It is confidential. If you have
 received this communication in error, please notify us immediately and
 destroy the original message. You may not copy or disseminate this
 communication without the permission of the University. Only authorised
 signatories are competent to enter into agreements on behalf of the
 University and recipients are thus advised that the content of this message
 may not be legally binding on the University and may contain the personal
 views and opinions of the author, which are not necessarily the views and
 opinions of The University of the Witwatersrand, Johannesburg. All
 agreements between the University and outsiders are subject to South
 African Law unless the University agrees in writing to the contrary.
 /span/font/td
 /tr
 /table





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
For those folks who haven’t seen them in action  you can have a look at the 
videos at

http://www.thefoundry.co.uk/products/modo/latest-version/

Its like a great playpen. If you want to can drag what your interested into the 
workspace and just start exploring,

To me it makes me want to use them , rather then trying to avoid it.



From: Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
I don靖 think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn靖 mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a new Node editor 2.0

That been said , working in Modo零 nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel 
nagv...@gmail.commailto:nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz 
 e...@mootzoid.commailto:e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
better
 than the hypergraph, but still... it's not good at all. Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
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communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
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enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
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table width=100% border=0 cellspacing=0 cellpadding=0 
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size=1 color=#99span style=font-size:11px;This communication is 
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communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
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enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
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Re: Maya 2015 Node Editor

2014-07-15 Thread Serch Mucino
Modo has the nicest schematic view I've had the pleasure of using, after
ICE. It still needs some work (it lacks any form of layout and management
tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically viewports
that provide a view into a part of the scene. You can drag anything you
need into them, and see only relevant nodes for whatever you're working on.
You can have as many workspaces as you need. You can graph node
relationships, shaders, particle simulations, dynamic simulations, etc.
Modo still lacks a bit in support for certain types of nodes (not much
available in the matrix department), and there is no exposure yet for mesh
data, but as soon as that is supported, you'll be able to do a lot of
what's available in ICE. I can already do everything that I could do with
ICE kinematics (considering the limitations... like no matrix math nodes),
which is a lot. I've actually been replicating some of ICE's compounds as
Assemblies in Modo (Modo's term for a compound),
I have a bunch of videos I've been doing in the past few months, and in a
lot of them, I use the schematic view. So, if you're curious, you can check
some more here...

https://vimeo.com/maxtd/videos


Sergio Mucino



On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson angus.david...@wits.ac.za
wrote:

  For those folks who haven’t seen them in action  you can have a look at
 the videos at

  http://www.thefoundry.co.uk/products/modo/latest-version/

  Its like a great playpen. If you want to can drag what your interested
 into the workspace and just start exploring,

  To me it makes me want to use them , rather then trying to avoid it.



   From: Sebastien Sterling sebastien.sterl...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 15 July 2014 at 5:52 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Maya 2015 Node Editor

   Really Angus ? do tell of these Modo nodes :)


 On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com
 wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 

   table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table



 This communication is intended for the addressee only. It is 
 confidential. If you have received this communication in error, please notify 
 us immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. Only 
 authorised signatories are competent to enter into agreements on behalf of 
 the University and recipients are thus advised that the content of this 
 message may not be legally binding on the University and may contain the 
 personal views and opinions of the author, which are not necessarily the 
 views and opinions of The University of the Witwatersrand, Johannesburg. All 
 agreements between the University and outsiders are subject to South African 
 Law unless the University agrees in writing to the contrary.




Re: Maya 2015 Node Editor

2014-07-15 Thread Rob Wuijster

Regarding Modo, found this site:
http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

The river-eco system is very nice :-)


Rob

\/-\/\/

On 15-7-2014 18:32, Serch Mucino wrote:
Modo has the nicest schematic view I've had the pleasure of using, 
after ICE. It still needs some work (it lacks any form of layout and 
management tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically 
viewports that provide a view into a part of the scene. You can drag 
anything you need into them, and see only relevant nodes for whatever 
you're working on. You can have as many workspaces as you need. You 
can graph node relationships, shaders, particle simulations, dynamic 
simulations, etc. Modo still lacks a bit in support for certain types 
of nodes (not much available in the matrix department), and there is 
no exposure yet for mesh data, but as soon as that is supported, 
you'll be able to do a lot of what's available in ICE. I can already 
do everything that I could do with ICE kinematics (considering the 
limitations... like no matrix math nodes), which is a lot. I've 
actually been replicating some of ICE's compounds as Assemblies in 
Modo (Modo's term for a compound),
I have a bunch of videos I've been doing in the past few months, and 
in a lot of them, I use the schematic view. So, if you're curious, you 
can check some more here...


https://vimeo.com/maxtd/videos


Sergio Mucino



On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson 
angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote:


For those folks who haven’t seen them in action  you can have a
look at the videos at

http://www.thefoundry.co.uk/products/modo/latest-version/

Its like a great playpen. If you want to can drag what your
interested into the workspace and just start exploring,

To me it makes me want to use them , rather then trying to avoid it.



From: Sebastien Sterling sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com
Reply-To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 5:52 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

Really Angus ? do tell of these Modo nodes :)


On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za
mailto:angus.david...@wits.ac.za wrote:

I don靖 think that is a solution at all. Ice has a workflow
and the ice
node editor compliments it very well. It doesn靖 mean its the
right thing
for the maya Node editor though. The main issue in Maya is
actually
defining what it is would be useful for people to be spending
their time
doing in a new Node editor 2.0

That been said , working in Modo零 nodes are a absolute joy ;)



On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:

well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz
e...@mootzoid.com mailto:e...@mootzoid.com wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes,
it is far
better
 than the hypergraph, but still... it's not good at all.
Had hoped that
they
 would make that better, but no.



table width=100% border=0 cellspacing=0 cellpadding=0
style=width:100%;
tr
td align=left style=text-align:justify;font
face=arial,sans-serif size=1 color=#99span
style=font-size:11px;This communication is intended for the
addressee only. It is confidential. If you have received this
communication in error, please notify us immediately and
destroy the original message. You may not copy or disseminate
this communication without the permission of the University.
Only authorised signatories are competent to enter into
agreements on behalf of the University and recipients are thus
advised that the content of this message may not be legally
binding on the University and may contain the personal views
and opinions of the author, which are not necessarily the
views and opinions of The University of the Witwatersrand,
Johannesburg. All agreements between the University and
outsiders are subject to South African Law unless the
University agrees in writing to the contrary. /span/font/td
/tr
/table

Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Actually Eric i asked a little while back on the modo forum, the best place
for modo c++ related help and information, turns out there is a Skype
channel

modo Community SDK Developers Channel.

it is possible to get an invite by posting on the modo foundry forum :)


On 15 July 2014 17:59, Rob Wuijster r...@casema.nl wrote:

  Regarding Modo, found this site:

 http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

 The river-eco system is very nice :-)


 Rob

 \/-\/\/

 On 15-7-2014 18:32, Serch Mucino wrote:

  Modo has the nicest schematic view I've had the pleasure of using, after
 ICE. It still needs some work (it lacks any form of layout and management
 tools), but I believe this will change soon.
  Modo's schematic is based on workspaces. These are basically viewports
 that provide a view into a part of the scene. You can drag anything you
 need into them, and see only relevant nodes for whatever you're working on.
 You can have as many workspaces as you need. You can graph node
 relationships, shaders, particle simulations, dynamic simulations, etc.
 Modo still lacks a bit in support for certain types of nodes (not much
 available in the matrix department), and there is no exposure yet for mesh
 data, but as soon as that is supported, you'll be able to do a lot of
 what's available in ICE. I can already do everything that I could do with
 ICE kinematics (considering the limitations... like no matrix math nodes),
 which is a lot. I've actually been replicating some of ICE's compounds as
 Assemblies in Modo (Modo's term for a compound),
  I have a bunch of videos I've been doing in the past few months, and in a
 lot of them, I use the schematic view. So, if you're curious, you can check
 some more here...

 https://vimeo.com/maxtd/videos

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

  For those folks who haven’t seen them in action  you can have a look at
 the videos at

  http://www.thefoundry.co.uk/products/modo/latest-version/

  Its like a great playpen. If you want to can drag what your interested
 into the workspace and just start exploring,

  To me it makes me want to use them , rather then trying to avoid it.



   From: Sebastien Sterling sebastien.sterl...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Tuesday 15 July 2014 at 5:52 PM
 To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
 Subject: Re: Maya 2015 Node Editor

   Really Angus ? do tell of these Modo nodes :)


 On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:

 I don靖 think that is a solution at all. Ice has a workflow and the ice
 node editor compliments it very well. It doesn靖 mean its the right thing
 for the maya Node editor though. The main issue in Maya is actually
 defining what it is would be useful for people to be spending their time
 doing in a new Node editor 2.0

 That been said , working in Modo零 nodes are a absolute joy ;)



 On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote:

 well, you could make it work like ice :P
 On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com
 wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped
 that
 they
  would make that better, but no.
 
 

   table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table



 This communication is intended for the addressee only. It is 
 confidential. If you have received this communication in error, please 
 notify us immediately and destroy the original message. You may not copy or 
 disseminate this communication without the permission of the University. 
 Only authorised signatories are competent to enter into agreements on behalf

Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Mootz
He, he, the owner of a restaurant that serves healthy food containing 
everything the body needs (calories, vitamines etc.) but that looks, 
tastes and smeels bad, must not be surprised if people complain :)


Seriously, the problem is not the functionality, it is the usability, 
the look and feel.


I am aware that making a pretty UI is - at least from a programmer's 
stand point, not a cool challenge, but having nice and meaningful 
colors, good drag and drop functionality, text instead of ugly icons and 
all the other nice little things as one finds in the ICE Tree or Modo's 
schematic view make a huge difference for the paying (!) customer, i.e. 
the gals and guys that spend hours and hours using the app.
That's what makes Softimage so special: it just feels right and it 
actually is a real pleasure to do things, even complicated things. One 
truly has the feeling that somebody sat down and thought about how to 
implement something and - most importantly - how to make the user 
interaction as pleasant and intuitive as possible. Not saying that XSI 
is perfect, but it definitely is a software made by people who actually 
cared about it and wanted to make something good.


Isn't the Softimage crew working on Maya now??? C'mon, guys, you did 
such an outstanding job on Softimage, do the same for Maya: make it a 
software one loves and likes!



Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Mirko Jankovic
well how many times guys frmo AD on forums, no need to mentioned names,
were praising how maya is sooo great for development opened bla bla... and
how many times people said to them WHO GIVES sh about that when we
can;t use it normaly.
intuitive, nice clean and easy to work with... having all shiny things and
 no way to control it nicely means nothing


On Tue, Jul 15, 2014 at 7:22 PM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Jordi Bares
Defining better would be quite an exercise so if the question is serious I 
would invite Autodesk to form a product experts team, bring the best XSI 
artists to the table and formalise how Maya should evolve to make it usable.

I would happily be part of it if you really are interested but I will charge 
the normal daily rate as it will take too much of my time.

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing 
 everything the body needs (calories, vitamines etc.) but that looks, tastes 
 and smeels bad, must not be surprised if people complain :)
 
 Seriously, the problem is not the functionality, it is the usability, the 
 look and feel.
 
 I am aware that making a pretty UI is - at least from a programmer's stand 
 point, not a cool challenge, but having nice and meaningful colors, good 
 drag and drop functionality, text instead of ugly icons and all the other 
 nice little things as one finds in the ICE Tree or Modo's schematic view make 
 a huge difference for the paying (!) customer, i.e. the gals and guys that 
 spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it actually 
 is a real pleasure to do things, even complicated things. One truly has the 
 feeling that somebody sat down and thought about how to implement something 
 and - most importantly - how to make the user interaction as pleasant and 
 intuitive as possible. Not saying that XSI is perfect, but it definitely is a 
 software made by people who actually cared about it and wanted to make 
 something good.
 
 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such an 
 outstanding job on Softimage, do the same for Maya: make it a software one 
 loves and likes!
 
 
 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
 Define make it better?
 
 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that they
 would make that better, but no.
 
 




Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

It's a public channel, not sure an invite is required.

modo Community SDK Developers Channel


On 7/15/2014 12:17 PM, Sebastien Sterling wrote:
Actually Eric i asked a little while back on the modo forum, the best 
place for modo c++ related help and information, turns out there is a 
Skype channel


modo Community SDK Developers Channel.

it is possible to get an invite by posting on the modo foundry forum :)


On 15 July 2014 17:59, Rob Wuijster r...@casema.nl 
mailto:r...@casema.nl wrote:


Regarding Modo, found this site:

http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog

The river-eco system is very nice :-)

Rob

\/-\/\/

On 15-7-2014 18:32, Serch Mucino wrote:

Modo has the nicest schematic view I've had the pleasure of
using, after ICE. It still needs some work (it lacks any form of
layout and management tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically
viewports that provide a view into a part of the scene. You can
drag anything you need into them, and see only relevant nodes for
whatever you're working on. You can have as many workspaces as
you need. You can graph node relationships, shaders, particle
simulations, dynamic simulations, etc. Modo still lacks a bit in
support for certain types of nodes (not much available in the
matrix department), and there is no exposure yet for mesh data,
but as soon as that is supported, you'll be able to do a lot of
what's available in ICE. I can already do everything that I could
do with ICE kinematics (considering the limitations... like no
matrix math nodes), which is a lot. I've actually been
replicating some of ICE's compounds as Assemblies in Modo (Modo's
term for a compound),
I have a bunch of videos I've been doing in the past few months,
and in a lot of them, I use the schematic view. So, if you're
curious, you can check some more here...

https://vimeo.com/maxtd/videos


Sergio Mucino






Re: Maya 2015 Node Editor

2014-07-15 Thread Mirko Jankovic
As they said so many times so far they don;t have intention to make Maya
more into Softimage


On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:

 Defining better would be quite an exercise so if the question is serious I
 would invite Autodesk to form a product experts team, bring the best XSI
 artists to the table and formalise how Maya should evolve to make it usable.

 I would happily be part of it if you really are interested but I will
 charge the normal daily rate as it will take too much of my time.

 Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

  He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability,
 the look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did
 such an outstanding job on Softimage, do the same for Maya: make it a
 software one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped that
 they
  would make that better, but no.
 
 





Re: Maya 2015 Node Editor

2014-07-15 Thread Jordi Bares
I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.com

On 15 Jul 2014, at 18:53, Mirko Jankovic mirkoj.anima...@gmail.com wrote:

 As they said so many times so far they don;t have intention to make Maya more 
 into Softimage
 
 
 On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:
 Defining better would be quite an exercise so if the question is serious I 
 would invite Autodesk to form a product experts team, bring the best XSI 
 artists to the table and formalise how Maya should evolve to make it usable.
 
 I would happily be part of it if you really are interested but I will charge 
 the normal daily rate as it will take too much of my time.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:
 
  He, he, the owner of a restaurant that serves healthy food containing 
  everything the body needs (calories, vitamines etc.) but that looks, tastes 
  and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability, the 
  look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's 
  stand point, not a cool challenge, but having nice and meaningful colors, 
  good drag and drop functionality, text instead of ugly icons and all the 
  other nice little things as one finds in the ICE Tree or Modo's schematic 
  view make a huge difference for the paying (!) customer, i.e. the gals and 
  guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it actually 
  is a real pleasure to do things, even complicated things. One truly has the 
  feeling that somebody sat down and thought about how to implement something 
  and - most importantly - how to make the user interaction as pleasant and 
  intuitive as possible. Not saying that XSI is perfect, but it definitely is 
  a software made by people who actually cared about it and wanted to make 
  something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such 
  an outstanding job on Softimage, do the same for Maya: make it a software 
  one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far better
  than the hypergraph, but still... it's not good at all. Had hoped that 
  they
  would make that better, but no.
 
 
 
 
 



Re: Maya 2015 Node Editor

2014-07-15 Thread Eric Thivierge
The biggest misconception that I've been met with while interacting 
with long time Maya users about changing things is that they think I'm 
trying to turn Maya into Softimage, when in reality, I know that the 
workflow in Maya is slow and archaic and can be more efficient / 
improved. I really don't think they realize how inefficient they 
actually are and are comfortable in their learned way to work.


Eric T.

On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:

I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com




Re: Maya 2015 Node Editor

2014-07-15 Thread Ed Manning
We Softies are all one-eyed men...


On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge ethivie...@hybride.com
wrote:

 The biggest misconception that I've been met with while interacting with
 long time Maya users about changing things is that they think I'm trying to
 turn Maya into Softimage, when in reality, I know that the workflow in Maya
 is slow and archaic and can be more efficient / improved. I really don't
 think they realize how inefficient they actually are and are comfortable in
 their learned way to work.

 Eric T.


 On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:

 I didn't say the purpose was to make Maya like Softimage.

 Jordi Bares
 jordiba...@gmail.com mailto:jordiba...@gmail.com





Re: Maya 2015 Node Editor

2014-07-15 Thread Angus Davidson
That’s an image that is gonna linger ;)

From: Ed Manning etmth...@gmail.commailto:etmth...@gmail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 8:23 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

We Softies are all one-eyed men...


On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com wrote:
The biggest misconception that I've been met with while interacting with long 
time Maya users about changing things is that they think I'm trying to turn 
Maya into Softimage, when in reality, I know that the workflow in Maya is slow 
and archaic and can be more efficient / improved. I really don't think they 
realize how inefficient they actually are and are comfortable in their learned 
way to work.

Eric T.


On Tuesday, July 15, 2014 2:11:32 PM, Jordi Bares wrote:
I didn't say the purpose was to make Maya like Softimage.

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com 
mailto:jordiba...@gmail.commailto:jordiba...@gmail.com



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Re: Maya 2015 Node Editor

2014-07-15 Thread olivier jeannel

I'd prefer switching to Povray rather having to go any AD product.
And that's better if they don't integrate any SI intelligence in Maya.
There are nicer companies out there that are willing to do proper work.



Le 15/07/2014 19:53, Mirko Jankovic a écrit :
As they said so many times so far they don;t have intention to make 
Maya more into Softimage



On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com 
mailto:jordiba...@gmail.com wrote:


Defining better would be quite an exercise so if the question is
serious I would invite Autodesk to form a product experts team,
bring the best XSI artists to the table and formalise how Maya
should evolve to make it usable.

I would happily be part of it if you really are interested but I
will charge the normal daily rate as it will take too much of my time.

Jordi Bares
jordiba...@gmail.com mailto:jordiba...@gmail.com

On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com
mailto:e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food
containing everything the body needs (calories, vitamines etc.)
but that looks, tastes and smeels bad, must not be surprised if
people complain :)

 Seriously, the problem is not the functionality, it is the
usability, the look and feel.

 I am aware that making a pretty UI is - at least from a
programmer's stand point, not a cool challenge, but having nice
and meaningful colors, good drag and drop functionality, text
instead of ugly icons and all the other nice little things as one
finds in the ICE Tree or Modo's schematic view make a huge
difference for the paying (!) customer, i.e. the gals and guys
that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and
it actually is a real pleasure to do things, even complicated
things. One truly has the feeling that somebody sat down and
thought about how to implement something and - most importantly -
how to make the user interaction as pleasant and intuitive as
possible. Not saying that XSI is perfect, but it definitely is a
software made by people who actually cared about it and wanted to
make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you
did such an outstanding job on Softimage, do the same for Maya:
make it a software one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
 Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com
mailto:e...@mootzoid.com  wrote:
 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is
far better
 than the hypergraph, but still... it's not good at all. Had
hoped that they
 would make that better, but no.









Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Modo's nodes are quite pretty, all they need is a bit of color to identify
different components of a tree :), why is no one else doing this ?

is it because an ICE trees layout is linear ? so its easier to identify
where the beginning and end of things is happening and subsequent color
coding ?


On 15 July 2014 19:16, olivier jeannel olivier.jean...@noos.fr wrote:

  I'd prefer switching to Povray rather having to go any AD product.
 And that's better if they don't integrate any SI intelligence in Maya.
 There are nicer companies out there that are willing to do proper work.



 Le 15/07/2014 19:53, Mirko Jankovic a écrit :

 As they said so many times so far they don;t have intention to make Maya
 more into Softimage


 On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:

 Defining better would be quite an exercise so if the question is serious
 I would invite Autodesk to form a product experts team, bring the best XSI
 artists to the table and formalise how Maya should evolve to make it usable.

 I would happily be part of it if you really are interested but I will
 charge the normal daily rate as it will take too much of my time.

 Jordi Bares
 jordiba...@gmail.com

 On 15 Jul 2014, at 18:22, Eric Mootz e...@mootzoid.com wrote:

  He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)
 
  Seriously, the problem is not the functionality, it is the usability,
 the look and feel.
 
  I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
  That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.
 
  Isn't the Softimage crew working on Maya now??? C'mon, guys, you did
 such an outstanding job on Softimage, do the same for Maya: make it a
 software one loves and likes!
 
 
  Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:
  Define make it better?
 
  On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com
  wrote:
  Thanks, guys.
  I had already used the node editor in Maya 2014 and yes, it is far
 better
  than the hypergraph, but still... it's not good at all. Had hoped
 that they
  would make that better, but no.
 
 







Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson
The color coding of nodes in Modo's is very different from ICE's: 
instead of coding by node type, they inherit the color assigned to the 
item they represent. So for example, in the Item List, if you select 
something, right-click, and set the 'Editor Color', the corresponding 
node(s) will be outlined in that color in the Schematic.


It's not like ICE, but it's something at least, so you don't /have /to 
stare at a sea of light gray outlines. At the rate they've been 
improving Modo's schematic over the last couple of versions, I expect 
cool stuff in the future.


-Tim

On 7/15/2014 1:45 PM, Sebastien Sterling wrote:
Modo's nodes are quite pretty, all they need is a bit of color to 
identify different components of a tree :), why is no one else doing 
this ?


is it because an ICE trees layout is linear ? so its easier to 
identify where the beginning and end of things is happening and 
subsequent color coding ?





Re: Maya 2015 Node Editor

2014-07-15 Thread Serch Mucino
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code sockets by data type. That would be quite useful.


Sergio Mucino



On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  The color coding of nodes in Modo's is very different from ICE's: instead
 of coding by node type, they inherit the color assigned to the item they
 represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Yes Data type socket color scheme would bring us one step closer to home :)


On 15 July 2014 20:03, Serch Mucino sergio.muc...@gmail.com wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

 
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?






Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

Ah that's true! I forgot about that! Good reminder...

On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also assign colors to nodes directly in the schematic view 
(even non-item related nodes, such as math nodes). I would like Modo 
to color-code sockets by data type. That would be quite useful.



Sergio Mucino



On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


The color coding of nodes in Modo's is very different from ICE's:
instead of coding by node type, they inherit the color assigned to
the item they represent. So for example, in the Item List, if you
select something, right-click, and set the 'Editor Color', the
corresponding node(s) will be outlined in that color in the Schematic.

It's not like ICE, but it's something at least, so you don't /have
/to stare at a sea of light gray outlines. At the rate they've
been improving Modo's schematic over the last couple of versions,
I expect cool stuff in the future.

-Tim


On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

Modo's nodes are quite pretty, all they need is a bit of color to
identify different components of a tree :), why is no one else
doing this ?

is it because an ICE trees layout is linear ? so its easier to
identify where the beginning and end of things is happening and
subsequent color coding ?






--
Signature


Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,


On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?




 --



Re: Maya 2015 Node Editor

2014-07-15 Thread Sergio Mucino
I'm not sure what you mean by with a statement. Can you elaborate?

Sergio Muciño.
Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 
 Ooo ! does it have a system for gathering a group of nodes with a statement 
 and moving them around ?,
 
 
 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:
 Ah that's true! I forgot about that! Good reminder...
 
 
 On 7/15/2014 2:03 PM, Serch Mucino wrote:
 You can also assign colors to nodes directly in the schematic view (even 
 non-item related nodes, such as math nodes). I would like Modo to 
 color-code sockets by data type. That would be quite useful.
 
 
 Sergio Mucino
 
 
 
 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:
 The color coding of nodes in Modo's is very different from ICE's: instead 
 of coding by node type, they inherit the color assigned to the item they 
 represent. So for example, in the Item List, if you select something, 
 right-click, and set the 'Editor Color', the corresponding node(s) will be 
 outlined in that color in the Schematic.
 
 It's not like ICE, but it's something at least, so you don't have to stare 
 at a sea of light gray outlines. At the rate they've been improving Modo's 
 schematic over the last couple of versions, I expect cool stuff in the 
 future.
 
 -Tim
 
 
 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:
 Modo's nodes are quite pretty, all they need is a bit of color to 
 identify different components of a tree :), why is no one else doing this 
 ?
 
 is it because an ICE trees layout is linear ? so its easier to identify 
 where the beginning and end of things is happening and subsequent color 
 coding ?
 
 --
 


Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
This! there is a term for it, but i can't remember.  :P gathering nodes and
organizing them.

http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

 I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,


 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to identify
 where the beginning and end of things is happening and subsequent color
 coding ?




 --





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
just put a request in for color coded node sockets in the designated
request area of the modo forum:)


On 15 July 2014 21:01, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 This! there is a term for it, but i can't remember.  :P gathering nodes
 and organizing them.


 http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


 On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

 I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,


 On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  Ah that's true! I forgot about that! Good reminder...


 On 7/15/2014 2:03 PM, Serch Mucino wrote:

 You can also assign colors to nodes directly in the schematic view (even
 non-item related nodes, such as math nodes). I would like Modo to
 color-code sockets by data type. That would be quite useful.

  
 Sergio Mucino



 On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

  The color coding of nodes in Modo's is very different from ICE's:
 instead of coding by node type, they inherit the color assigned to the item
 they represent. So for example, in the Item List, if you select something,
 right-click, and set the 'Editor Color', the corresponding node(s) will be
 outlined in that color in the Schematic.

 It's not like ICE, but it's something at least, so you don't *have *to
 stare at a sea of light gray outlines. At the rate they've been improving
 Modo's schematic over the last couple of versions, I expect cool stuff in
 the future.

 -Tim


 On 7/15/2014 1:45 PM, Sebastien Sterling wrote:

  Modo's nodes are quite pretty, all they need is a bit of color to
 identify different components of a tree :), why is no one else doing this ?

  is it because an ICE trees layout is linear ? so its easier to
 identify where the beginning and end of things is happening and subsequent
 color coding ?




 --






Re: Maya 2015 Node Editor

2014-07-15 Thread Tim Crowson

No, Modo doesn't not /yet /have a Group Comment node.
-Tim

On 7/15/2014 3:01 PM, Sebastien Sterling wrote:
This! there is a term for it, but i can't remember.  :P gathering 
nodes and organizing them.


http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com 
mailto:sergio.muc...@gmail.com wrote:


I'm not sure what you mean by with a statement. Can you elaborate?


Sergio Muciño.
Sent from my iPad.

On Jul 15, 2014, at 3:46 PM, Sebastien Sterling
sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com wrote:


Ooo ! does it have a system for gathering a group of nodes with a
statement and moving them around ?,






Re: Maya 2015 Node Editor

2014-07-15 Thread Peter Agg
If they do get one, please someone make sure that they make it work with
auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(


On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:

  No, Modo doesn't not *yet *have a Group Comment node.
 -Tim


 On 7/15/2014 3:01 PM, Sebastien Sterling wrote:

 This! there is a term for it, but i can't remember.  :P gathering nodes
 and organizing them.


 http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png


 On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:

  I'm not sure what you mean by with a statement. Can you elaborate?


 Sergio Muciño.
 Sent from my iPad.

 On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

   Ooo ! does it have a system for gathering a group of nodes with a
 statement and moving them around ?,






RE: Maya 2015 Node Editor

2014-07-15 Thread Manuel Huertas Marchena
I am aware that making a pretty UI is - at least from a programmer's stand 
point, not a cool challenge, but having nice and meaningful colors, good drag 
and drop functionality, text instead of ugly icons and all the other nice 
little things as one finds in the ICE Tree or Modo's schematic view make a huge 
difference for the paying (!) customer, i.e. the gals and guys that spend hours 
and hours using the app.That's what makes Softimage so special: it just feels 
right and it actually is a real pleasure to do things, even complicated things. 
One truly has the feeling that somebody sat down and thought about how to 
implement something and - most importantly - how to make the user interaction 
as pleasant and intuitive as possible.
Couldn't agree more with you Eric. I was introduced to the node editor some 
months ago,and for a second though maya actually got an actual nice node editor 
as the render tree in xsi.that didnt last long...  sure is better then the 
crappy hypergraph  connection editor... butstill looks awful to me and makes 
shading (something  I actually really enjoy doing in the render tree) something 
very unpleasant...the devil is in the details and they surely have not 
understand this, xsi did so though.. such a shame  (oh wait the foundry also 
got it! :)

-Manuel

IMDB | Portfolio | Vimeo
| Linkedin


From: peter@googlemail.com
Date: Tue, 15 Jul 2014 21:11:29 +0100
Subject: Re: Maya 2015 Node Editor
To: softimage@listproc.autodesk.com

If they do get one, please someone make sure that they make it work with auto 
arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(



On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:



  

  
  
No, Modo doesn't not yet have a Group Comment node.

-Tim



On 7/15/2014 3:01 PM, Sebastien
  Sterling wrote:



  This! there is a term for it, but i can't
remember.  :P gathering nodes and organizing them.



  
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png




  
  



On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com
  wrote:

  

  I'm not sure what you mean by with a statement. Can
you elaborate?


  

  Sergio Muciño.
  Sent from my iPad.

  
  

  

On Jul 15, 2014, at 3:46 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com
wrote:



  
  

  Ooo ! does it have a system for
gathering a group of nodes with a statement and
moving them around ?,

  
  

  

  

  

  

  






  


  

Re: Maya 2015 Node Editor

2014-07-15 Thread Simon van de Lagemaat
I agree Eric, 100%

As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
in terms of usability and UI maturity.  We primarily use Arnold but Mantra
is a fantastic sidekick and when you combine them you end up with an
amazingly powerful triumvirate.

Frankly I was shocked and disappointed at how bad Maya's shading workflow
was after taking some quick looks, everything takes an extra 2 or three or
more steps for every single one of Softs or Houdini's.  The simple task of
connecting nodes isn't even straightforward!! Compile a days worth of extra
steps and I've lost a solid hour to clicking. Anyone who has even looked
any other package should know this, it's immediately apparent that there
will be a measurable reduction in productivity.


On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Andy Goehler
Same here.

On Jul 15, 2014, at 22:28, Simon van de Lagemaat si...@theembassyvfx.com 
wrote:

 As of now we're probably shifting lighting, shading and scene setup in 
 Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in 
 terms of usability and UI maturity.  We primarily use Arnold but Mantra is a 
 fantastic sidekick and when you combine them you end up with an amazingly 
 powerful triumvirate. 



RE: Maya 2015 Node Editor

2014-07-15 Thread Nick Angus
Exactly the same here Simon, I think Mantra has come a long way in the last 
couple of years. In fact it would be my next choice behind Arnold right now.  
The beauty is you can have both!, the Alembic workflow in Houdini is also 
brilliant.

It really is a no brainer for us at this stage...

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Simon van de Lagemaat 
[si...@theembassyvfx.com]
Sent: 16 July 2014 06:28
To: softimage@listproc.autodesk.com
Subject: Re: Maya 2015 Node Editor

I agree Eric, 100%

As of now we're probably shifting lighting, shading and scene setup in Houdini 
instead of Maya now that HtoA is in play. It's much closer to Soft in terms of 
usability and UI maturity.  We primarily use Arnold but Mantra is a fantastic 
sidekick and when you combine them you end up with an amazingly powerful 
triumvirate.

Frankly I was shocked and disappointed at how bad Maya's shading workflow was 
after taking some quick looks, everything takes an extra 2 or three or more 
steps for every single one of Softs or Houdini's.  The simple task of 
connecting nodes isn't even straightforward!! Compile a days worth of extra 
steps and I've lost a solid hour to clicking. Anyone who has even looked any 
other package should know this, it's immediately apparent that there will be a 
measurable reduction in productivity.


On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz 
e...@mootzoid.commailto:e...@mootzoid.com wrote:
He, he, the owner of a restaurant that serves healthy food containing 
everything the body needs (calories, vitamines etc.) but that looks, tastes and 
smeels bad, must not be surprised if people complain :)

Seriously, the problem is not the functionality, it is the usability, the look 
and feel.

I am aware that making a pretty UI is - at least from a programmer's stand 
point, not a cool challenge, but having nice and meaningful colors, good drag 
and drop functionality, text instead of ugly icons and all the other nice 
little things as one finds in the ICE Tree or Modo's schematic view make a huge 
difference for the paying (!) customer, i.e. the gals and guys that spend hours 
and hours using the app.
That's what makes Softimage so special: it just feels right and it actually is 
a real pleasure to do things, even complicated things. One truly has the 
feeling that somebody sat down and thought about how to implement something and 
- most importantly - how to make the user interaction as pleasant and intuitive 
as possible. Not saying that XSI is perfect, but it definitely is a software 
made by people who actually cared about it and wanted to make something good.

Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such an 
outstanding job on Softimage, do the same for Maya: make it a software one 
loves and likes!


Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric 
Mootze...@mootzoid.commailto:e...@mootzoid.com  wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.





Re: Maya 2015 Node Editor

2014-07-15 Thread Sebastien Sterling
Is it possible to get around it without code ? or is scripting very much a
part of the process ?



On 16 July 2014 01:49, Nick Angus n...@altvfx.com wrote:

  Exactly the same here Simon, I think Mantra has come a long way in the
 last couple of years. In fact it would be my next choice behind Arnold
 right now.  The beauty is you can have both!, the Alembic workflow in
 Houdini is also brilliant.

  It really is a no brainer for us at this stage...
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* 16 July 2014 06:28
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Maya 2015 Node Editor

   I agree Eric, 100%

  As of now we're probably shifting lighting, shading and scene setup in
 Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
 in terms of usability and UI maturity.  We primarily use Arnold but Mantra
 is a fantastic sidekick and when you combine them you end up with an
 amazingly powerful triumvirate.

  Frankly I was shocked and disappointed at how bad Maya's shading
 workflow was after taking some quick looks, everything takes an extra 2 or
 three or more steps for every single one of Softs or Houdini's.  The simple
 task of connecting nodes isn't even straightforward!! Compile a days worth
 of extra steps and I've lost a solid hour to clicking. Anyone who has even
 looked any other package should know this, it's immediately apparent that
 there will be a measurable reduction in productivity.


 On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com wrote:

 He, he, the owner of a restaurant that serves healthy food containing
 everything the body needs (calories, vitamines etc.) but that looks, tastes
 and smeels bad, must not be surprised if people complain :)

 Seriously, the problem is not the functionality, it is the usability, the
 look and feel.

 I am aware that making a pretty UI is - at least from a programmer's
 stand point, not a cool challenge, but having nice and meaningful colors,
 good drag and drop functionality, text instead of ugly icons and all the
 other nice little things as one finds in the ICE Tree or Modo's schematic
 view make a huge difference for the paying (!) customer, i.e. the gals and
 guys that spend hours and hours using the app.
 That's what makes Softimage so special: it just feels right and it
 actually is a real pleasure to do things, even complicated things. One
 truly has the feeling that somebody sat down and thought about how to
 implement something and - most importantly - how to make the user
 interaction as pleasant and intuitive as possible. Not saying that XSI is
 perfect, but it definitely is a software made by people who actually cared
 about it and wanted to make something good.

 Isn't the Softimage crew working on Maya now??? C'mon, guys, you did such
 an outstanding job on Softimage, do the same for Maya: make it a software
 one loves and likes!


 Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

  Define make it better?

 On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootze...@mootzoid.com  wrote:

 Thanks, guys.
 I had already used the node editor in Maya 2014 and yes, it is far
 better
 than the hypergraph, but still... it's not good at all. Had hoped that
 they
 would make that better, but no.






Re: Maya 2015 Node Editor

2014-07-15 Thread Gerbrand Nel
I think my main problem with the node editor is that some things that 
are influencing each other, aren't connected in the node editor. Other 
things are connected in a loop.

This makes no sense to us humans.
I was hoping the node editor would fill the gap left by the lack of a 
proper operator stack, but it still blows my mind how destructive Maya's 
work flow is.
For now the node editor is where I do my shading, and check to see if my 
deformers are still linked when things don't seem to work right.


OH here is a fun thing to try: put some animation on a sphere. Then 
graph that in the editor, and add animation layers. My nose almost 
started bleeding :)


G

On 2014/07/16 04:04 AM, Sebastien Sterling wrote:
Is it possible to get around it without code ? or is scripting very 
much a part of the process ?




On 16 July 2014 01:49, Nick Angus n...@altvfx.com 
mailto:n...@altvfx.com wrote:


Exactly the same here Simon, I think Mantra has come a long way in
the last couple of years. In fact it would be my next choice
behind Arnold right now.  The beauty is you can have both!, the
Alembic workflow in Houdini is also brilliant.

It really is a no brainer for us at this stage...

*From:* softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] on behalf of
Simon van de Lagemaat [si...@theembassyvfx.com
mailto:si...@theembassyvfx.com]
*Sent:* 16 July 2014 06:28
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Maya 2015 Node Editor

I agree Eric, 100%

As of now we're probably shifting lighting, shading and scene
setup in Houdini instead of Maya now that HtoA is in play. It's
much closer to Soft in terms of usability and UI maturity.  We
primarily use Arnold but Mantra is a fantastic sidekick and when
you combine them you end up with an amazingly powerful triumvirate.

Frankly I was shocked and disappointed at how bad Maya's shading
workflow was after taking some quick looks, everything takes an
extra 2 or three or more steps for every single one of Softs or
Houdini's.  The simple task of connecting nodes isn't even
straightforward!! Compile a days worth of extra steps and I've
lost a solid hour to clicking. Anyone who has even looked any
other package should know this, it's immediately apparent that
there will be a measurable reduction in productivity.


On Tue, Jul 15, 2014 at 10:22 AM, Eric Mootz e...@mootzoid.com
mailto:e...@mootzoid.com wrote:

He, he, the owner of a restaurant that serves healthy food
containing everything the body needs (calories, vitamines
etc.) but that looks, tastes and smeels bad, must not be
surprised if people complain :)

Seriously, the problem is not the functionality, it is the
usability, the look and feel.

I am aware that making a pretty UI is - at least from a
programmer's stand point, not a cool challenge, but having
nice and meaningful colors, good drag and drop functionality,
text instead of ugly icons and all the other nice little
things as one finds in the ICE Tree or Modo's schematic view
make a huge difference for the paying (!) customer, i.e. the
gals and guys that spend hours and hours using the app.
That's what makes Softimage so special: it just feels right
and it actually is a real pleasure to do things, even
complicated things. One truly has the feeling that somebody
sat down and thought about how to implement something and -
most importantly - how to make the user interaction as
pleasant and intuitive as possible. Not saying that XSI is
perfect, but it definitely is a software made by people who
actually cared about it and wanted to make something good.

Isn't the Softimage crew working on Maya now??? C'mon, guys,
you did such an outstanding job on Softimage, do the same for
Maya: make it a software one loves and likes!


Am 15.07.2014 17:07, schrieb Luc-Eric Rousseau:

Define make it better?

On Tue, Jul 15, 2014 at 10:31 AM, Eric
Mootze...@mootzoid.com mailto:e...@mootzoid.com  wrote:

Thanks, guys.
I had already used the node editor in Maya 2014 and
yes, it is far better
than the hypergraph, but still... it's not good at
all. Had hoped that they
would make that better, but no.








Re: Maya 2015 Node Editor

2014-07-15 Thread Raffaele Fragapane
To be fair, I wish Soft had the same loops that don't make sense.
Maya nodes are able to inspect and express the scene graph to a much higher
extent than it's ever been possible in Soft.

Things like the parent inverse transform being able to feed back into a
node affecting the owner of that attribute are shortcuts, and convenient
ones at that.

Introspection and outwards inspection from nodes have always been
considerably ahead of Soft's historically painfully limited operators.

It's a massive mistake to confuse the NE with ICE.
They serve completely different purposes past the superficial and cosmetic
similarities, and are good at completely different things.

Maya isn't really stupid, counter-intuitive or useless in those regards,
neither it is destructive.
What Maya's issue is, by and large, is how F'ing poor the toolkit out of
the box is.

You have a ton of tiny, overly complicated minutiae to deal with that
requires you develop knowledge and memory of ridiculously convoluted
processes that are at odds with how the software operates, and you have a
solid (if aging) and extensive platform when it comes to scene handling. It
completely misses everything inbetween, so if you can't fill that gap (and
on average commercial plugins and free scripts do a piss poor job of it)
yourself, you're up a creek without a paddle and a tidal wave coming your
way.

This is in the context of the scene graph. When it comes to proceduralism
of a certain type, higher level management of the scene and so on, Maya is
a barren wasteland where blood thirsty rapists and serial killers roam
free. You need to build a lot of stuff, a lot of it to an extremely low
level, to make it barely passable (passes anyone?)


On Wed, Jul 16, 2014 at 1:06 PM, Gerbrand Nel nagv...@gmail.com wrote:

  I think my main problem with the node editor is that some things that
 are influencing each other, aren't connected in the node editor. Other
 things are connected in a loop.
 This makes no sense to us humans.
 I was hoping the node editor would fill the gap left by the lack of a
 proper operator stack, but it still blows my mind how destructive Maya's
 work flow is.
 For now the node editor is where I do my shading, and check to see if my
 deformers are still linked when things don't seem to work right.

 OH here is a fun thing to try: put some animation on a sphere. Then graph
 that in the editor, and add animation layers. My nose almost started
 bleeding :)

 G