Re: Humanize Maya effort alive? or - Effective customization??

2014-10-17 Thread Christopher Crouzet
And what are you demonstrating, Sebastien? A recalcitrant, chronic, and
annoying, selfishness with a strong flavor of stubbornness and whining.

I'm not defending AD nor Maya here, I highly dislike both of them. There's
a LOT of aspects in Maya that could/should be improved but everything has
been said hundreds of times already. If you think that constantly bashing
in such a way is going to help, I believe you're wrong. If I was a dev at
AD, I'd rather quit my job than having to deal with a community driven by
such behaviors.

Now I see two potential outcomes from wasting your energy and time
constantly bashing as soon as you stumble upon the word “AD”: higher blood
pressure and being blacklisted by potential recruiters on this list for
spending your time complaining instead of getting the shit done. How about
you spend instead your energy learning how to deal with Maya once for all?

And if you guys can't adapt to a different package because you're lacking
something as unimportant as sticky keys, then you should seriously think of
changing carreer. I mean it.

VFX softwares are in a transitional state atm and it's shit to be a user.
This will get better in the future but for now get over it.


On 17 October 2014 12:09, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 And in doing so you demonstrated a recalcitrant resistance to change
 improvement and bettering of the package, for any reason. Further consernes
 where raised about the UI and you dismissed them. The reason Maya users put
 up with this shit, is not an incentive to do nothing. I'm sure a lot of
 Maya artists would welcome a clean up in the UI, think of initiatives like
 CADjunkie ZEN. http://cadjunkie.com/zen if anything it shows you care,
 and that you are comited to exploring and optimising user experience.

 Thanks for sharing Jason S hadn't heard of that. I really hope they can
 pull it off.

  unless bought or bribed. i wouldn't worry too much about that, the
 French are notoriously stubborn i can attest to this :P

 On 17 October 2014 03:46, Luc-Eric Rousseau luceri...@gmail.com wrote:

 No, the question of this thread is specially about whether someone
 would build a softimage-like supra/sticky toolstack for Maya, and I'm
 the only one that actually answered with any information on the
 subject.


 On Thu, Oct 16, 2014 at 10:33 PM, Jason S jasonsta...@gmail.com wrote:
  On 10/16/14 9:59, Luc-Eric Rousseau wrote:
 
  So there is no way we're going to break the hotkeys/marking menus for
  everyone else to jam in a softimage-like tool stack.
 
  Hum.. I hardly think the complaint is that it's not like Soft,  as
 opposed
  to it not (at-all) being as 'streamlined'.





-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Re: Humanize Maya effort alive? or - Effective customization??

2014-10-17 Thread Martin Yara
First, I hate Maya and I wish I wouldn't have to use it.

But we have to be fair, Maya is getting better, slowly, but getting better.
Well, it was so bad that it couldn't get worse.

The humanize Maya is too slow? Maybe, but you can't say it isn't happening.

You just can't expect the same workflow in a different software. You have
to give Maya's workflow a try before complaining about sticky keys or
things like that. I mean, don't try to use it like Softimage.

Customizable Hot box and marking menus, and the tools marking menus that
appear by combining a key and click are the way to go. Once you get used to
it, create your own custom marking menus and a few hotkeys ( I strongly
recommend custom marking menus ), it isn't that bad. And combining quick
slides (you don't need to wait for the menu to appear) with your
mouse/wacom, clicks and hotkeys can be even faster than using your
traditional Softimage hotkeys.

Make sure you get used (at least) to Channel Box, Attribute Editor,
Hypergraph, Node Editor, Outliner and Component Editor, because none of
them are equivalent to Schematic and Explorer.

If you can, a few simple scripts could improve it even more, but that can
also be said about Softimage.

Softimage keyboard layout isn't good either, I find it a little chaotic
having to move my hand all over the keyboard. But we all use different
features, so a little customizing is required to speed up your workflow no
matter what you are using.

I haven't tried yet Maya 2015, but in 2014 MTK doesn't feel very well
integrated, and a little buggy. Like selecting components with MTK and
activating Move would change to MTK move, but since it doesn't work with
objects with deformers you'll have to manually change it to the old move,
or select with the old selection. I found that if you do something to
accumulate history like adding an edge, you can use MTK, I'm not sure yet
how safe this is.

I guess they have too much legacy things that have to keep, when it would
be beter to maybe rewrite it, like the MTK and the old tools. Why having
similar tools doing the same ? the shortcuts collapse by combining legacy
tools and MTK tools. It stills feels like using NEX with 2013. BTW, if you
have to use 2013 or an older version, do yourself a favor and try NEX.

Martin


RE: Humanize Maya effort alive? or - Effective customization??

2014-10-17 Thread gareth bell
Try using Softimage with the Maya interaction mode enabled. It's a reasonable 
transition point - using the software you are familiar with but with a 
different keymap. Not perfect, but a good start to transitioning

Date: Fri, 17 Oct 2014 17:04:07 +0900
Subject: Re: Humanize Maya effort alive? or - Effective customization??
From: furik...@gmail.com
To: softimage@listproc.autodesk.com

First, I hate Maya and I wish I wouldn't have to use it.
But we have to be fair, Maya is getting better, slowly, but getting better. 
Well, it was so bad that it couldn't get worse.
The humanize Maya is too slow? Maybe, but you can't say it isn't happening. 

You just can't expect the same workflow in a different software. You have to 
give Maya's workflow a try before complaining about sticky keys or things like 
that. I mean, don't try to use it like Softimage.
Customizable Hot box and marking menus, and the tools marking menus that appear 
by combining a key and click are the way to go. Once you get used to it, create 
your own custom marking menus and a few hotkeys ( I strongly recommend custom 
marking menus ), it isn't that bad. And combining quick slides (you don't need 
to wait for the menu to appear) with your mouse/wacom, clicks and hotkeys can 
be even faster than using your traditional Softimage hotkeys.
Make sure you get used (at least) to Channel Box, Attribute Editor, Hypergraph, 
Node Editor, Outliner and Component Editor, because none of them are equivalent 
to Schematic and Explorer.

If you can, a few simple scripts could improve it even more, but that can also 
be said about Softimage.
Softimage keyboard layout isn't good either, I find it a little chaotic having 
to move my hand all over the keyboard. But we all use different features, so a 
little customizing is required to speed up your workflow no matter what you are 
using.

I haven't tried yet Maya 2015, but in 2014 MTK doesn't feel very well 
integrated, and a little buggy. Like selecting components with MTK and 
activating Move would change to MTK move, but since it doesn't work with 
objects with deformers you'll have to manually change it to the old move, or 
select with the old selection. I found that if you do something to accumulate 
history like adding an edge, you can use MTK, I'm not sure yet how safe this is.
I guess they have too much legacy things that have to keep, when it would be 
beter to maybe rewrite it, like the MTK and the old tools. Why having similar 
tools doing the same ? the shortcuts collapse by combining legacy tools and MTK 
tools. It stills feels like using NEX with 2013. BTW, if you have to use 2013 
or an older version, do yourself a favor and try NEX.

Martin

RE: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Brent McPherson
The Humanize Maya effort is definitely ongoing but with a yearly release 
schedule it will (unfortunately) take time to see the full results of this 
effort.

You could reach out to Jill Ramsay 
(jill.ram...@autodesk.commailto:jill.ram...@autodesk.com) with your concerns 
as she has been dealing specifically with the Softimage transition and humanize 
Maya effort. I'm sure that if you are interested and/or have the time Jill 
could get you added to the Maya beta program.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of skuby
Sent: 16 October 2014 09:48
To: softimage@listproc.autodesk.com
Subject: Humanize Maya effort alive? or - Effective customization??

1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's hotkeys and 
or UI?

I took a several months long, extremely dedicated effort to make a full jump 
back over  to Maya, after years of being with Soft and having left Maya behind 
for dead, and today I've finally had it, enough is enough, it's just not going 
to happen without further and very serious developments.

I am convinced, that a dedicated TD could fully work out the process of 
mimicking Soft's sticky key system with-in Maya.  The interface for recognizing 
keypress down and keypress release is already existing, however each command 
and tool would need to be assigned a well thought out place on the keyboard as 
well as a memory function script addended to each hotkey so that when it is 
pressed and held, the previous tool being used is recorded, so that after the 
mouse commands were entered (for splitting an edge loop at a selected place on 
the model for example) that the key can be released, and the last used tool or 
method was recalled (for example immediately go back to working in 
multi-component move mode).  Aka, by default in soft, I can be in 
multi-component tweak move mode, pushing and pulling around points, edges and 
faces as if my geo were a sculpture, and then at any moment, hold down the ] 
key, click the mouse where I want to split in an edge loop - immediately giving 
me a loop where I want it, clicking again where and if needed to add further 
loops, and upon finally releasing the ] key, I am automagically and 
immediately brought back to multi-component move mode where I can continue 
refining OR whatever previous function I was using in some other case.  This 
entire sticky key system is possible, I believe, to mimic in Maya, but it is a 
lot of work, and it is work unrelated to the direct process of being an artist 
and making 3D worlds and inhabitants and bringing them to life.  In other 
words, it's a major distraction for an artist to approach and would be better 
handled as a sold separate tool that one could buy to accompany their Maya 
installation.

I cannot seriously entertain a further continuation of using Maya as a primary 
dedicated package without such a previously described implementation developed 
-either internally via the Humanize Maya project (which may be an effectively 
dead effort for all that I know or can see) or externally via a sold separate 
plug-in installer from a dedicated 3rd party.  There are other severe issues 
with Maya that I have but cannot even begin to whole-heartedly address without 
the above considerations first being fully solved. (aka The Unfold tool is far 
inferior in function and usage, the new nodal base editor for Maya is far 
inferior in it's presentation and use-ability, the ICE clone is in a very early 
state of presentation and not a system worth considering taking the time to 
learn vs ICE or Houdini, the Hypergraph is far inferior extremely dated and 
totally cumbersome by comparison, as well both the Attribute editor and Outline 
are far far far inferior in usage after a very thorough examination and 
comparison etc., etc., etc.)

Aka. Just installing Maya, and assigning loop split, point weld, extrude and 
all of my other basic modelling functions to memorable hotkeys, isn't cutting 
it and is slowly driving me mad since I am really trying to take this full jump 
seriously.  Even the familiar F8 command to exit component mode and return to 
object mode still, after 15+ years, sometimes inexplicably requires to be 
pressed twice because it doesn't work properly the first time, and other such 
oddities and confounding workflow complications (component selection memory for 
example)

Please someone advise me!!!  For the time being I am going back to Softimage 
full time for modeling, uv, rigging and animation and relying on exporting 
(cleaning/completing the results as needed in another package (like Maya) and 
then sending to game or external render).  This isn't a long term solution as 
it will continue to decay and depreciate over the years moving forward, 
especially as new tools and functions are released for other packages and 
accessories (in particular 

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Sebastien Sterling
Dry your eyes mate, we all hurt.

AD does not care about making Maya a good package for the individual, they
do not conceive of the necessity of people having to use it outside the
huge studio paradigm where 20 TD's and devs can fix it.

They are not a software developer, they have firmly demonstrated that they
are a software leaser.

There is no heat, no passion to create the best user experience, there are
only ZUUL (i mean quotas).

And that is effectively the crux of the problem.

They couldn't even integrate NEX properly, was talking to a maya rigger
friend recently, apparently the new modeling tools clash horribly with the
old, functionality unevenly spread over or compensated, having you jump all
over the UI. he blatantly said, forget about it they broke everything,
what makes it good for rigging and animation makes it bad for modeling.
best wait for what ever new package may come out, they will never fix this.

And always the bull shit excuse that these things take time and we are
integrating it as fast as we can stick with us.

That it takes 3 years (or moar...) to implement something like bitfrost i
can concede, it's bull shit but i can understand it, but then why EOL the
only other package in existence that has anywhere close to the same
functionality, before the bitfrost is completed.

Further more if it took you more then one year to integrate NEX, i'm sorry
but you have failed ! this shit is not rocket science to any other
dedicated software company.

Entering year 3 of NEX being in maya and it still not a paradigm that
functions on its own merits for modeling. that's 3 years to integrate a
piece of technology, that you didn't  EVEN HAVE TO WRITE !!!

But then again i suppose it took them more then 15 years to fix rigging...
ow wait what's that ? Ow yes that's right THEY didn't ! Instead They throw
a new algorithm pinched from student papers every fucking year. expect to
see delta mush in the next release, a feature develop by Rythum and Hues
probably in 1998, and readily hand replicated by users in maya houdini and
softimage !!!

On 16 October 2014 09:48, skuby sku...@gmail.com wrote:

 1. When, where and how is the Humanize Maya effort going (if at all?).
 2. Has anyone made a dedicated effort to manually configure Maya's hotkeys
 and or UI?

 I took a several months long, extremely dedicated effort to make a full
 jump back over  to Maya, after years of being with Soft and having left
 Maya behind for dead, and today I've finally had it, enough is enough, it's
 just not going to happen without further and very serious developments.

 I am convinced, that a dedicated TD could fully work out the process of
 mimicking Soft's sticky key system with-in Maya.  The interface for
 recognizing keypress down and keypress release is already existing, however
 each command and tool would need to be assigned a well thought out place on
 the keyboard as well as a memory function script addended to each hotkey so
 that when it is pressed and held, the previous tool being used is recorded,
 so that after the mouse commands were entered (for splitting an edge loop
 at a selected place on the model for example) that the key can be released,
 and the last used tool or method was recalled (for example immediately go
 back to working in multi-component move mode).  Aka, by default in soft, I
 can be in multi-component tweak move mode, pushing and pulling around
 points, edges and faces as if my geo were a sculpture, and then at any
 moment, hold down the ] key, click the mouse where I want to split in an
 edge loop - immediately giving me a loop where I want it, clicking again
 where and if needed to add further loops, and upon finally releasing the
 ] key, I am automagically and immediately brought back to multi-component
 move mode where I can continue refining OR whatever previous function I was
 using in some other case.  This entire sticky key system is possible, I
 believe, to mimic in Maya, but it is a lot of work, and it is work
 unrelated to the direct process of being an artist and making 3D worlds and
 inhabitants and bringing them to life.  In other words, it's a major
 distraction for an artist to approach and would be better handled as a sold
 separate tool that one could buy to accompany their Maya installation.

 I cannot seriously entertain a further continuation of using Maya as a
 primary dedicated package without such a previously described
 implementation developed -either internally via the Humanize Maya project
 (which may be an effectively dead effort for all that I know or can see) or
 externally via a sold separate plug-in installer from a dedicated 3rd
 party.  There are other severe issues with Maya that I have but cannot even
 begin to whole-heartedly address without the above considerations first
 being fully solved. (aka The Unfold tool is far inferior in function and
 usage, the new nodal base editor for Maya is far inferior in it's
 presentation and use-ability, the ICE clone 

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread skuby
Brent thank you very much, I've put in an e-mail to Jill as per your
recommendation and I have my fingers crossed.  Very much appreciated sir!

Sebastion, I can't honestly disagree with a single thing you've said at
heart, unfortunately, I was not merely attempting to vent.  I am well past
that point now and earnestly looking for solutions moving forward, and I
have to be long-winded and in detail in order to express my needs
adequately.  Best of luck to you.

My current approach is simply use Softimage as is for as long as I can hold
out, and to see where the Maya Beta/Humanize Maya project goes in the
future, if not directly assist it's progress!  And finally as of today, I
am looking into Modo as a DCC platform for all and everything except
rendering.  I have spent a lot time looking over all other possible
considerations and options and nothing else makes sense for an independent
artist who is accustomed to the perfection that was Softimage while working
on low budget projects alone or with very very small teams (aka. mobile
games and Unreal Engine 4 projects and asset creation, etc.).

Thank you all -Derek

On Thu, Oct 16, 2014 at 4:46 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Dry your eyes mate, we all hurt.

 AD does not care about making Maya a good package for the individual, they
 do not conceive of the necessity of people having to use it outside the
 huge studio paradigm where 20 TD's and devs can fix it.

 They are not a software developer, they have firmly demonstrated that they
 are a software leaser.

 There is no heat, no passion to create the best user experience, there are
 only ZUUL (i mean quotas).

 And that is effectively the crux of the problem.

 They couldn't even integrate NEX properly, was talking to a maya rigger
 friend recently, apparently the new modeling tools clash horribly with the
 old, functionality unevenly spread over or compensated, having you jump all
 over the UI. he blatantly said, forget about it they broke everything,
 what makes it good for rigging and animation makes it bad for modeling.
 best wait for what ever new package may come out, they will never fix this.

 And always the bull shit excuse that these things take time and we are
 integrating it as fast as we can stick with us.

 That it takes 3 years (or moar...) to implement something like bitfrost i
 can concede, it's bull shit but i can understand it, but then why EOL the
 only other package in existence that has anywhere close to the same
 functionality, before the bitfrost is completed.

 Further more if it took you more then one year to integrate NEX, i'm sorry
 but you have failed ! this shit is not rocket science to any other
 dedicated software company.

 Entering year 3 of NEX being in maya and it still not a paradigm that
 functions on its own merits for modeling. that's 3 years to integrate a
 piece of technology, that you didn't  EVEN HAVE TO WRITE !!!

 But then again i suppose it took them more then 15 years to fix rigging...
 ow wait what's that ? Ow yes that's right THEY didn't ! Instead They throw
 a new algorithm pinched from student papers every fucking year. expect to
 see delta mush in the next release, a feature develop by Rythum and Hues
 probably in 1998, and readily hand replicated by users in maya houdini and
 softimage !!!

 On 16 October 2014 09:48, skuby sku...@gmail.com wrote:

 1. When, where and how is the Humanize Maya effort going (if at all?).
 2. Has anyone made a dedicated effort to manually configure Maya's
 hotkeys and or UI?

 I took a several months long, extremely dedicated effort to make a full
 jump back over  to Maya, after years of being with Soft and having left
 Maya behind for dead, and today I've finally had it, enough is enough, it's
 just not going to happen without further and very serious developments.

 I am convinced, that a dedicated TD could fully work out the process of
 mimicking Soft's sticky key system with-in Maya.  The interface for
 recognizing keypress down and keypress release is already existing, however
 each command and tool would need to be assigned a well thought out place on
 the keyboard as well as a memory function script addended to each hotkey so
 that when it is pressed and held, the previous tool being used is recorded,
 so that after the mouse commands were entered (for splitting an edge loop
 at a selected place on the model for example) that the key can be released,
 and the last used tool or method was recalled (for example immediately go
 back to working in multi-component move mode).  Aka, by default in soft, I
 can be in multi-component tweak move mode, pushing and pulling around
 points, edges and faces as if my geo were a sculpture, and then at any
 moment, hold down the ] key, click the mouse where I want to split in an
 edge loop - immediately giving me a loop where I want it, clicking again
 where and if needed to add further loops, and upon finally releasing the
 ] key, I am automagically and 

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread olivier jeannel

You must be lying, Maya API is super, and don't forget it's open.




Le 16/10/2014 11:46, Sebastien Sterling a écrit :

Dry your eyes mate, we all hurt.

AD does not care about making Maya a good package for the individual, 
they do not conceive of the necessity of people having to use it 
outside the huge studio paradigm where 20 TD's and devs can fix it.


They are not a software developer, they have firmly demonstrated that 
they are a software leaser.


There is no heat, no passion to create the best user experience, there 
are only ZUUL (i mean quotas).


And that is effectively the crux of the problem.

They couldn't even integrate NEX properly, was talking to a maya 
rigger friend recently, apparently the new modeling tools clash 
horribly with the old, functionality unevenly spread over or 
compensated, having you jump all over the UI. he blatantly said, 
forget about it they broke everything, what makes it good for rigging 
and animation makes it bad for modeling. best wait for what ever new 
package may come out, they will never fix this.


And always the bull shit excuse that these things take time and we are 
integrating it as fast as we can stick with us.


That it takes 3 years (or moar...) to implement something like 
bitfrost i can concede, it's bull shit but i can understand it, but 
then why EOL the only other package in existence that has anywhere 
close to the same functionality, before the bitfrost is completed.


Further more if it took you more then one year to integrate NEX, i'm 
sorry but you have failed ! this shit is not rocket science to any 
other dedicated software company.


Entering year 3 of NEX being in maya and it still not a paradigm that 
functions on its own merits for modeling. that's 3 years to integrate 
a piece of technology, that you didn't EVEN HAVE TO WRITE !!!


But then again i suppose it took them more then 15 years to fix 
rigging... ow wait what's that ? Ow yes that's right THEY didn't ! 
Instead They throw a new algorithm pinched from student papers every 
fucking year. expect to see delta mush in the next release, a feature 
develop by Rythum and Hues probably in 1998, and readily hand 
replicated by users in maya houdini and softimage !!!


On 16 October 2014 09:48, skuby sku...@gmail.com 
mailto:sku...@gmail.com wrote:


1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's
hotkeys and or UI?

I took a several months long, extremely dedicated effort to make a
full jump back over  to Maya, after years of being with Soft and
having left Maya behind for dead, and today I've finally had it,
enough is enough, it's just not going to happen without further
and very serious developments.

I am convinced, that a dedicated TD could fully work out the
process of mimicking Soft's sticky key system with-in Maya.  The
interface for recognizing keypress down and keypress release is
already existing, however each command and tool would need to be
assigned a well thought out place on the keyboard as well as a
memory function script addended to each hotkey so that when it is
pressed and held, the previous tool being used is recorded, so
that after the mouse commands were entered (for splitting an edge
loop at a selected place on the model for example) that the key
can be released, and the last used tool or method was recalled
(for example immediately go back to working in multi-component
move mode).  Aka, by default in soft, I can be in multi-component
tweak move mode, pushing and pulling around points, edges and
faces as if my geo were a sculpture, and then at any moment, hold
down the ] key, click the mouse where I want to split in an edge
loop - immediately giving me a loop where I want it, clicking
again where and if needed to add further loops, and upon finally
releasing the ] key, I am automagically and immediately brought
back to multi-component move mode where I can continue refining OR
whatever previous function I was using in some other case.  This
entire sticky key system is possible, I believe, to mimic in Maya,
but it is a lot of work, and it is work unrelated to the direct
process of being an artist and making 3D worlds and inhabitants
and bringing them to life.  In other words, it's a major
distraction for an artist to approach and would be better handled
as a sold separate tool that one could buy to accompany their Maya
installation.

I cannot seriously entertain a further continuation of using Maya
as a primary dedicated package without such a previously described
implementation developed -either internally via the Humanize Maya
project (which may be an effectively dead effort for all that I
know or can see) or externally via a sold separate plug-in
installer from a dedicated 3rd party.  There are other 

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Sebastien Sterling
No Olivier Not you ! they got you too ! :(

On 16 October 2014 12:10, olivier jeannel olivier.jean...@noos.fr wrote:

  You must be lying, Maya API is super, and don't forget it's open.




 Le 16/10/2014 11:46, Sebastien Sterling a écrit :

  Dry your eyes mate, we all hurt.

  AD does not care about making Maya a good package for the individual,
 they do not conceive of the necessity of people having to use it outside
 the huge studio paradigm where 20 TD's and devs can fix it.

  They are not a software developer, they have firmly demonstrated that
 they are a software leaser.

  There is no heat, no passion to create the best user experience, there
 are only ZUUL (i mean quotas).

  And that is effectively the crux of the problem.

  They couldn't even integrate NEX properly, was talking to a maya rigger
 friend recently, apparently the new modeling tools clash horribly with the
 old, functionality unevenly spread over or compensated, having you jump all
 over the UI. he blatantly said, forget about it they broke everything,
 what makes it good for rigging and animation makes it bad for modeling.
 best wait for what ever new package may come out, they will never fix this.

  And always the bull shit excuse that these things take time and we are
 integrating it as fast as we can stick with us.

  That it takes 3 years (or moar...) to implement something like bitfrost i
 can concede, it's bull shit but i can understand it, but then why EOL the
 only other package in existence that has anywhere close to the same
 functionality, before the bitfrost is completed.

  Further more if it took you more then one year to integrate NEX, i'm
 sorry but you have failed ! this shit is not rocket science to any other
 dedicated software company.

  Entering year 3 of NEX being in maya and it still not a paradigm that
 functions on its own merits for modeling. that's 3 years to integrate a
 piece of technology, that you didn't  EVEN HAVE TO WRITE !!!

  But then again i suppose it took them more then 15 years to fix
 rigging... ow wait what's that ? Ow yes that's right THEY didn't ! Instead
 They throw a new algorithm pinched from student papers every fucking year.
 expect to see delta mush in the next release, a feature develop by Rythum
 and Hues probably in 1998, and readily hand replicated by users in maya
 houdini and softimage !!!

 On 16 October 2014 09:48, skuby sku...@gmail.com wrote:

 1. When, where and how is the Humanize Maya effort going (if at all?).
 2. Has anyone made a dedicated effort to manually configure Maya's
 hotkeys and or UI?

 I took a several months long, extremely dedicated effort to make a full
 jump back over  to Maya, after years of being with Soft and having left
 Maya behind for dead, and today I've finally had it, enough is enough, it's
 just not going to happen without further and very serious developments.

 I am convinced, that a dedicated TD could fully work out the process of
 mimicking Soft's sticky key system with-in Maya.  The interface for
 recognizing keypress down and keypress release is already existing, however
 each command and tool would need to be assigned a well thought out place on
 the keyboard as well as a memory function script addended to each hotkey so
 that when it is pressed and held, the previous tool being used is recorded,
 so that after the mouse commands were entered (for splitting an edge loop
 at a selected place on the model for example) that the key can be released,
 and the last used tool or method was recalled (for example immediately go
 back to working in multi-component move mode).  Aka, by default in soft, I
 can be in multi-component tweak move mode, pushing and pulling around
 points, edges and faces as if my geo were a sculpture, and then at any
 moment, hold down the ] key, click the mouse where I want to split in an
 edge loop - immediately giving me a loop where I want it, clicking again
 where and if needed to add further loops, and upon finally releasing the
 ] key, I am automagically and immediately brought back to multi-component
 move mode where I can continue refining OR whatever previous function I was
 using in some other case.  This entire sticky key system is possible, I
 believe, to mimic in Maya, but it is a lot of work, and it is work
 unrelated to the direct process of being an artist and making 3D worlds and
 inhabitants and bringing them to life.  In other words, it's a major
 distraction for an artist to approach and would be better handled as a sold
 separate tool that one could buy to accompany their Maya installation.

 I cannot seriously entertain a further continuation of using Maya as a
 primary dedicated package without such a previously described
 implementation developed -either internally via the Humanize Maya project
 (which may be an effectively dead effort for all that I know or can see) or
 externally via a sold separate plug-in installer from a dedicated 3rd
 party.  There are other severe issues with 

RE: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Graham Bell
I rarely jump in like this, and I know I probably won’t convince you, but I 
must respectfully disagree with your comments about the modelling toolkit (NEX) 
in Maya.
It actually first appeared in Maya 2014 and has improved with each release and 
extension release since then. There’s some really good stuff in there now.


G

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 16 October 2014 10:47
To: softimage@listproc.autodesk.com
Subject: Re: Humanize Maya effort alive? or - Effective customization??

Dry your eyes mate, we all hurt.
AD does not care about making Maya a good package for the individual, they do 
not conceive of the necessity of people having to use it outside the huge 
studio paradigm where 20 TD's and devs can fix it.
They are not a software developer, they have firmly demonstrated that they are 
a software leaser.
There is no heat, no passion to create the best user experience, there are only 
ZUUL (i mean quotas).
And that is effectively the crux of the problem.
They couldn't even integrate NEX properly, was talking to a maya rigger friend 
recently, apparently the new modeling tools clash horribly with the old, 
functionality unevenly spread over or compensated, having you jump all over the 
UI. he blatantly said, forget about it they broke everything, what makes it 
good for rigging and animation makes it bad for modeling. best wait for what 
ever new package may come out, they will never fix this.
And always the bull shit excuse that these things take time and we are 
integrating it as fast as we can stick with us.
That it takes 3 years (or moar...) to implement something like bitfrost i can 
concede, it's bull shit but i can understand it, but then why EOL the only 
other package in existence that has anywhere close to the same functionality, 
before the bitfrost is completed.
Further more if it took you more then one year to integrate NEX, i'm sorry but 
you have failed ! this shit is not rocket science to any other dedicated 
software company.
Entering year 3 of NEX being in maya and it still not a paradigm that functions 
on its own merits for modeling. that's 3 years to integrate a piece of 
technology, that you didn't  EVEN HAVE TO WRITE !!!
But then again i suppose it took them more then 15 years to fix rigging... ow 
wait what's that ? Ow yes that's right THEY didn't ! Instead They throw a new 
algorithm pinched from student papers every fucking year. expect to see delta 
mush in the next release, a feature develop by Rythum and Hues probably in 
1998, and readily hand replicated by users in maya houdini and softimage !!!

On 16 October 2014 09:48, skuby sku...@gmail.commailto:sku...@gmail.com 
wrote:
1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's hotkeys and 
or UI?

I took a several months long, extremely dedicated effort to make a full jump 
back over  to Maya, after years of being with Soft and having left Maya behind 
for dead, and today I've finally had it, enough is enough, it's just not going 
to happen without further and very serious developments.

I am convinced, that a dedicated TD could fully work out the process of 
mimicking Soft's sticky key system with-in Maya.  The interface for recognizing 
keypress down and keypress release is already existing, however each command 
and tool would need to be assigned a well thought out place on the keyboard as 
well as a memory function script addended to each hotkey so that when it is 
pressed and held, the previous tool being used is recorded, so that after the 
mouse commands were entered (for splitting an edge loop at a selected place on 
the model for example) that the key can be released, and the last used tool or 
method was recalled (for example immediately go back to working in 
multi-component move mode).  Aka, by default in soft, I can be in 
multi-component tweak move mode, pushing and pulling around points, edges and 
faces as if my geo were a sculpture, and then at any moment, hold down the ] 
key, click the mouse where I want to split in an edge loop - immediately giving 
me a loop where I want it, clicking again where and if needed to add further 
loops, and upon finally releasing the ] key, I am automagically and 
immediately brought back to multi-component move mode where I can continue 
refining OR whatever previous function I was using in some other case.  This 
entire sticky key system is possible, I believe, to mimic in Maya, but it is a 
lot of work, and it is work unrelated to the direct process of being an artist 
and making 3D worlds and inhabitants and bringing them to life.  In other 
words, it's a major distraction for an artist to approach and would be better 
handled as a sold separate tool that one could buy to accompany their Maya 
installation.

I cannot seriously entertain a further continuation of using Maya

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Angus Davidson
Maya has always had good stuff in it. Using it consistently is the issue. I 
enjoy the Nex tools, but it frustrates me when they turn off for no reason , 
and or refuse to die when I need them to.

The tools themselves are not the issue. Maya really needs to stop trying to 
gerrymander everything new into the application and polish what they do have. 
Unfortunately they haven’t learnt that lesson from Softimage yet.



From: Graham Bell graham.b...@autodesk.commailto:graham.b...@autodesk.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Thursday 16 October 2014 at 3:00 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Humanize Maya effort alive? or - Effective customization??

I rarely jump in like this, and I know I probably won’t convince you, but I 
must respectfully disagree with your comments about the modelling toolkit (NEX) 
in Maya.
It actually first appeared in Maya 2014 and has improved with each release and 
extension release since then. There’s some really good stuff in there now.


G

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien 
Sterling
Sent: 16 October 2014 10:47
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Humanize Maya effort alive? or - Effective customization??

Dry your eyes mate, we all hurt.
AD does not care about making Maya a good package for the individual, they do 
not conceive of the necessity of people having to use it outside the huge 
studio paradigm where 20 TD's and devs can fix it.
They are not a software developer, they have firmly demonstrated that they are 
a software leaser.
There is no heat, no passion to create the best user experience, there are only 
ZUUL (i mean quotas).
And that is effectively the crux of the problem.
They couldn't even integrate NEX properly, was talking to a maya rigger friend 
recently, apparently the new modeling tools clash horribly with the old, 
functionality unevenly spread over or compensated, having you jump all over the 
UI. he blatantly said, forget about it they broke everything, what makes it 
good for rigging and animation makes it bad for modeling. best wait for what 
ever new package may come out, they will never fix this.
And always the bull shit excuse that these things take time and we are 
integrating it as fast as we can stick with us.
That it takes 3 years (or moar...) to implement something like bitfrost i can 
concede, it's bull shit but i can understand it, but then why EOL the only 
other package in existence that has anywhere close to the same functionality, 
before the bitfrost is completed.
Further more if it took you more then one year to integrate NEX, i'm sorry but 
you have failed ! this shit is not rocket science to any other dedicated 
software company.
Entering year 3 of NEX being in maya and it still not a paradigm that functions 
on its own merits for modeling. that's 3 years to integrate a piece of 
technology, that you didn't  EVEN HAVE TO WRITE !!!
But then again i suppose it took them more then 15 years to fix rigging... ow 
wait what's that ? Ow yes that's right THEY didn't ! Instead They throw a new 
algorithm pinched from student papers every fucking year. expect to see delta 
mush in the next release, a feature develop by Rythum and Hues probably in 
1998, and readily hand replicated by users in maya houdini and softimage !!!

On 16 October 2014 09:48, skuby sku...@gmail.commailto:sku...@gmail.com 
wrote:
1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's hotkeys and 
or UI?

I took a several months long, extremely dedicated effort to make a full jump 
back over  to Maya, after years of being with Soft and having left Maya behind 
for dead, and today I've finally had it, enough is enough, it's just not going 
to happen without further and very serious developments.

I am convinced, that a dedicated TD could fully work out the process of 
mimicking Soft's sticky key system with-in Maya.  The interface for recognizing 
keypress down and keypress release is already existing, however each command 
and tool would need to be assigned a well thought out place on the keyboard as 
well as a memory function script addended to each hotkey so that when it is 
pressed and held, the previous tool being used is recorded, so that after the 
mouse commands were entered (for splitting an edge loop at a selected place on 
the model for example) that the key can be released, and the last used tool or 
method was recalled (for example immediately go back to working in 
multi-component move mode).  Aka, by default in soft, I can be in 
multi-component tweak

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Sebastien Sterling
The functionality of the tools are fine, (considering AD didn't build them)
as Angus advocates it's the implementation within the rest of Maya which is
bullshit, it is like navigating a sea of small islands for each tool you
might need. exhausting and confusing.

I also agree that Nex tools turn on and off for no reason, i'd add that
sometimes you actually have to turn them off so you can access operations
and modifiers else where in maya predating nex.

This said i am a big fan of the optimized side bar of Nex, which is
discreet and clean for the most part.

Another thing I've noticed is the lack of visual feedback for things like
lattice creation or deformers. some deformers it's impossible to know what
you will get before you actually Finnish applying the deformer.

Dicking around with the channel box in order to find the parameters of the
Mirror and weld tool, is not my idea of a good time

When you want a lattice in soft you see it actively as you modify it,
sometimes when i create a lattice i am not immediately sure how many spans
i am going to want, so it's a great benefit to be able to see a
representation on the fly, same goes for duplicate special, or importing a
mesh as an undoable action. The fact that by default there is no freeze
history button like in soft, a function you will be doing every 10 seconds
while modeling.

These are minor concessions which would make the workflow so much more
intuitive and user friendly.

There is a shocking lack of harmony between the old tools and the new.

And before it gives the golden Maya excuses:, just create a button for it
or just make a script for it or my favorit it favors customizing the
user experience i say No!

It isn't up to the user to patch up the experience.

Sorry that we always end up on the antipodes of each others positions
Graham.



*if you're a Maya users* well that kind of says it all Luc Eric. it would
appear my initial hypothesis holds true :P

Fuck forbid you ever question or experiment with the Maya UI, Clearly it is
a paradigm of perfect software interaction.




On 16 October 2014 14:00, Graham Bell graham.b...@autodesk.com wrote:

 I rarely jump in like this, and I know I probably won’t convince you, but
 I must respectfully disagree with your comments about the modelling toolkit
 (NEX) in Maya.
 It actually first appeared in Maya 2014 and has improved with each release
 and extension release since then. There’s some really good stuff in there
 now.


 G

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
 Sent: 16 October 2014 10:47
 To: softimage@listproc.autodesk.com
 Subject: Re: Humanize Maya effort alive? or - Effective customization??

 Dry your eyes mate, we all hurt.
 AD does not care about making Maya a good package for the individual, they
 do not conceive of the necessity of people having to use it outside the
 huge studio paradigm where 20 TD's and devs can fix it.
 They are not a software developer, they have firmly demonstrated that they
 are a software leaser.
 There is no heat, no passion to create the best user experience, there are
 only ZUUL (i mean quotas).
 And that is effectively the crux of the problem.
 They couldn't even integrate NEX properly, was talking to a maya rigger
 friend recently, apparently the new modeling tools clash horribly with the
 old, functionality unevenly spread over or compensated, having you jump all
 over the UI. he blatantly said, forget about it they broke everything,
 what makes it good for rigging and animation makes it bad for modeling.
 best wait for what ever new package may come out, they will never fix this.
 And always the bull shit excuse that these things take time and we are
 integrating it as fast as we can stick with us.
 That it takes 3 years (or moar...) to implement something like bitfrost i
 can concede, it's bull shit but i can understand it, but then why EOL the
 only other package in existence that has anywhere close to the same
 functionality, before the bitfrost is completed.
 Further more if it took you more then one year to integrate NEX, i'm sorry
 but you have failed ! this shit is not rocket science to any other
 dedicated software company.
 Entering year 3 of NEX being in maya and it still not a paradigm that
 functions on its own merits for modeling. that's 3 years to integrate a
 piece of technology, that you didn't  EVEN HAVE TO WRITE !!!
 But then again i suppose it took them more then 15 years to fix rigging...
 ow wait what's that ? Ow yes that's right THEY didn't ! Instead They throw
 a new algorithm pinched from student papers every fucking year. expect to
 see delta mush in the next release, a feature develop by Rythum and Hues
 probably in 1998, and readily hand replicated by users in maya houdini and
 softimage !!!

 On 16 October 2014 09:48, skuby sku...@gmail.commailto:sku...@gmail.com
 wrote:
 1. When, where and how is the Humanize Maya effort going

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread skuby
Ok so... I just wanted to thank Brent again for his initial suggestion.  I
spoke with Jill, and my personal copy of Softimage that isn't a studio
license is too old to qualify for the beta.  I look forward to what the
Humanize Maya team has in store for Maya 2016.  It sounds great from the
bits of info I picked up.

You guys are free to continue arguing if you like but I just want to put in
(since I started this thread) that my issues have been resolved, albeit
unsuccessfully so at least for the time being.  While all these e-mails
have been going back and forth I started the demo for Modo and have been
going through it's features and familiarizing myself with it's interface.
I previously through it was just a modeling tool but it actually looks like
it very well serve all of my future needs so my fingers are crossed that
all is finally well and I can rest easy once again.

Previously I had tried Houdini, it is great for procedural work (ICE
modeling) but it really doesn't have an interface for standard
non-procedural 3D creation that I need a full-time replacement for,
otherwise that app is also amazing but doesn't suit my needs.  The max
interface doesn't do it for me and nothing else seems to fill the gap quite
like Modo is promising.  So here is to Maya 2016 editions which I will
patiently wait for since I cannot be part of the beta, and Modo.  Best of
luck to all, best regards and cheers.

-Derek

On Thu, Oct 16, 2014 at 9:12 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 The functionality of the tools are fine, (considering AD didn't build
 them) as Angus advocates it's the implementation within the rest of Maya
 which is bullshit, it is like navigating a sea of small islands for each
 tool you might need. exhausting and confusing.

 I also agree that Nex tools turn on and off for no reason, i'd add that
 sometimes you actually have to turn them off so you can access operations
 and modifiers else where in maya predating nex.

 This said i am a big fan of the optimized side bar of Nex, which is
 discreet and clean for the most part.

 Another thing I've noticed is the lack of visual feedback for things like
 lattice creation or deformers. some deformers it's impossible to know what
 you will get before you actually Finnish applying the deformer.

 Dicking around with the channel box in order to find the parameters of the
 Mirror and weld tool, is not my idea of a good time

 When you want a lattice in soft you see it actively as you modify it,
 sometimes when i create a lattice i am not immediately sure how many spans
 i am going to want, so it's a great benefit to be able to see a
 representation on the fly, same goes for duplicate special, or importing a
 mesh as an undoable action. The fact that by default there is no freeze
 history button like in soft, a function you will be doing every 10 seconds
 while modeling.

 These are minor concessions which would make the workflow so much more
 intuitive and user friendly.

 There is a shocking lack of harmony between the old tools and the new.

 And before it gives the golden Maya excuses:, just create a button for
 it or just make a script for it or my favorit it favors customizing the
 user experience i say No!

 It isn't up to the user to patch up the experience.

 Sorry that we always end up on the antipodes of each others positions
 Graham.



 *if you're a Maya users* well that kind of says it all Luc Eric. it would
 appear my initial hypothesis holds true :P

 Fuck forbid you ever question or experiment with the Maya UI, Clearly it
 is a paradigm of perfect software interaction.




 On 16 October 2014 14:00, Graham Bell graham.b...@autodesk.com wrote:

 I rarely jump in like this, and I know I probably won’t convince you, but
 I must respectfully disagree with your comments about the modelling toolkit
 (NEX) in Maya.
 It actually first appeared in Maya 2014 and has improved with each
 release and extension release since then. There’s some really good stuff in
 there now.


 G

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
 Sent: 16 October 2014 10:47
 To: softimage@listproc.autodesk.com
 Subject: Re: Humanize Maya effort alive? or - Effective customization??

 Dry your eyes mate, we all hurt.
 AD does not care about making Maya a good package for the individual,
 they do not conceive of the necessity of people having to use it outside
 the huge studio paradigm where 20 TD's and devs can fix it.
 They are not a software developer, they have firmly demonstrated that
 they are a software leaser.
 There is no heat, no passion to create the best user experience, there
 are only ZUUL (i mean quotas).
 And that is effectively the crux of the problem.
 They couldn't even integrate NEX properly, was talking to a maya rigger
 friend recently, apparently the new modeling tools clash horribly with the
 old, functionality unevenly spread over or compensated

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Sebastien Sterling
Best of luck Derek mate. I for one am done with this thread. would have
loved to help out more with your predicament, however there really isn't
much that can be said if AD is not willing to question the stat of maya as
it stands. i hope the good stuff they told you will come to pass. i will
believe it when i see it.

On 16 October 2014 16:25, skuby sku...@gmail.com wrote:

 Ok so... I just wanted to thank Brent again for his initial suggestion.  I
 spoke with Jill, and my personal copy of Softimage that isn't a studio
 license is too old to qualify for the beta.  I look forward to what the
 Humanize Maya team has in store for Maya 2016.  It sounds great from the
 bits of info I picked up.

 You guys are free to continue arguing if you like but I just want to put
 in (since I started this thread) that my issues have been resolved, albeit
 unsuccessfully so at least for the time being.  While all these e-mails
 have been going back and forth I started the demo for Modo and have been
 going through it's features and familiarizing myself with it's interface.
 I previously through it was just a modeling tool but it actually looks like
 it very well serve all of my future needs so my fingers are crossed that
 all is finally well and I can rest easy once again.

 Previously I had tried Houdini, it is great for procedural work (ICE
 modeling) but it really doesn't have an interface for standard
 non-procedural 3D creation that I need a full-time replacement for,
 otherwise that app is also amazing but doesn't suit my needs.  The max
 interface doesn't do it for me and nothing else seems to fill the gap quite
 like Modo is promising.  So here is to Maya 2016 editions which I will
 patiently wait for since I cannot be part of the beta, and Modo.  Best of
 luck to all, best regards and cheers.

 -Derek

 On Thu, Oct 16, 2014 at 9:12 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 The functionality of the tools are fine, (considering AD didn't build
 them) as Angus advocates it's the implementation within the rest of Maya
 which is bullshit, it is like navigating a sea of small islands for each
 tool you might need. exhausting and confusing.

 I also agree that Nex tools turn on and off for no reason, i'd add that
 sometimes you actually have to turn them off so you can access operations
 and modifiers else where in maya predating nex.

 This said i am a big fan of the optimized side bar of Nex, which is
 discreet and clean for the most part.

 Another thing I've noticed is the lack of visual feedback for things like
 lattice creation or deformers. some deformers it's impossible to know what
 you will get before you actually Finnish applying the deformer.

 Dicking around with the channel box in order to find the parameters of
 the Mirror and weld tool, is not my idea of a good time

 When you want a lattice in soft you see it actively as you modify it,
 sometimes when i create a lattice i am not immediately sure how many spans
 i am going to want, so it's a great benefit to be able to see a
 representation on the fly, same goes for duplicate special, or importing a
 mesh as an undoable action. The fact that by default there is no freeze
 history button like in soft, a function you will be doing every 10 seconds
 while modeling.

 These are minor concessions which would make the workflow so much more
 intuitive and user friendly.

 There is a shocking lack of harmony between the old tools and the new.

 And before it gives the golden Maya excuses:, just create a button for
 it or just make a script for it or my favorit it favors customizing the
 user experience i say No!

 It isn't up to the user to patch up the experience.

 Sorry that we always end up on the antipodes of each others positions
 Graham.



 *if you're a Maya users* well that kind of says it all Luc Eric. it would
 appear my initial hypothesis holds true :P

 Fuck forbid you ever question or experiment with the Maya UI, Clearly it
 is a paradigm of perfect software interaction.




 On 16 October 2014 14:00, Graham Bell graham.b...@autodesk.com wrote:

 I rarely jump in like this, and I know I probably won’t convince you,
 but I must respectfully disagree with your comments about the modelling
 toolkit (NEX) in Maya.
 It actually first appeared in Maya 2014 and has improved with each
 release and extension release since then. There’s some really good stuff in
 there now.


 G

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
 Sent: 16 October 2014 10:47
 To: softimage@listproc.autodesk.com
 Subject: Re: Humanize Maya effort alive? or - Effective customization??

 Dry your eyes mate, we all hurt.
 AD does not care about making Maya a good package for the individual,
 they do not conceive of the necessity of people having to use it outside
 the huge studio paradigm where 20 TD's and devs can fix it.
 They are not a software developer, they have firmly

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread olivier jeannel

Was just sarcastic and a bit drunk ;)

Le 16/10/2014 13:13, Sebastien Sterling a écrit :

No Olivier Not you ! they got you too ! :(

On 16 October 2014 12:10, olivier jeannel olivier.jean...@noos.fr 
mailto:olivier.jean...@noos.fr wrote:


You must be lying, Maya API is super, and don't forget it's open.




Le 16/10/2014 11:46, Sebastien Sterling a écrit :

Dry your eyes mate, we all hurt.

AD does not care about making Maya a good package for the
individual, they do not conceive of the necessity of people
having to use it outside the huge studio paradigm where 20 TD's
and devs can fix it.

They are not a software developer, they have firmly demonstrated
that they are a software leaser.

There is no heat, no passion to create the best user experience,
there are only ZUUL (i mean quotas).

And that is effectively the crux of the problem.

They couldn't even integrate NEX properly, was talking to a maya
rigger friend recently, apparently the new modeling tools clash
horribly with the old, functionality unevenly spread over or
compensated, having you jump all over the UI. he blatantly said,
forget about it they broke everything, what makes it good for
rigging and animation makes it bad for modeling. best wait for
what ever new package may come out, they will never fix this.

And always the bull shit excuse that these things take time and
we are integrating it as fast as we can stick with us.

That it takes 3 years (or moar...) to implement something like
bitfrost i can concede, it's bull shit but i can understand it,
but then why EOL the only other package in existence that has
anywhere close to the same functionality, before the bitfrost is
completed.

Further more if it took you more then one year to integrate NEX,
i'm sorry but you have failed ! this shit is not rocket science
to any other dedicated software company.

Entering year 3 of NEX being in maya and it still not a paradigm
that functions on its own merits for modeling. that's 3 years to
integrate a piece of technology, that you didn't  EVEN HAVE TO
WRITE !!!

But then again i suppose it took them more then 15 years to fix
rigging... ow wait what's that ? Ow yes that's right THEY didn't
! Instead They throw a new algorithm pinched from student papers
every fucking year. expect to see delta mush in the next release,
a feature develop by Rythum and Hues probably in 1998, and
readily hand replicated by users in maya houdini and softimage !!!

On 16 October 2014 09:48, skuby sku...@gmail.com
mailto:sku...@gmail.com wrote:

1. When, where and how is the Humanize Maya effort going (if
at all?).
2. Has anyone made a dedicated effort to manually configure
Maya's hotkeys and or UI?

I took a several months long, extremely dedicated effort to
make a full jump back over  to Maya, after years of being
with Soft and having left Maya behind for dead, and today
I've finally had it, enough is enough, it's just not going to
happen without further and very serious developments.

I am convinced, that a dedicated TD could fully work out the
process of mimicking Soft's sticky key system with-in Maya. 
The interface for recognizing keypress down and keypress

release is already existing, however each command and tool
would need to be assigned a well thought out place on the
keyboard as well as a memory function script addended to each
hotkey so that when it is pressed and held, the previous tool
being used is recorded, so that after the mouse commands were
entered (for splitting an edge loop at a selected place on
the model for example) that the key can be released, and the
last used tool or method was recalled (for example
immediately go back to working in multi-component move
mode).  Aka, by default in soft, I can be in multi-component
tweak move mode, pushing and pulling around points, edges and
faces as if my geo were a sculpture, and then at any moment,
hold down the ] key, click the mouse where I want to split
in an edge loop - immediately giving me a loop where I want
it, clicking again where and if needed to add further loops,
and upon finally releasing the ] key, I am automagically
and immediately brought back to multi-component move mode
where I can continue refining OR whatever previous function I
was using in some other case. This entire sticky key system
is possible, I believe, to mimic in Maya, but it is a lot of
work, and it is work unrelated to the direct process of being
an artist and making 3D worlds and inhabitants and bringing
them to life.  In other words, it's a major distraction for
an artist to 

Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Jason S

  
  
On 10/16/14 9:59, Luc-Eric Rousseau
  wrote:
  
So there is no way we're going to break the hotkeys/marking menus for
everyone else to jam in a softimage-like tool stack. 

  

Hum.. I hardly think the complaint is that it's not like Soft,  as
opposed to it not (at-all) being as 'streamlined'.

And Identifying a (more in-depth) 'streamline-ing' endeavor
(which would inevitably involve a fair bit of -change-),
... as 'Breaking', only reinforces that quote from Sebastian's
friend, 

"... what makes it good for rigging and
  animation makes it bad for modeling. best wait for whatever new
  package may come out, they will never fix this."

And that resistance to change is what may very-well dwarf any
(likely superficial) 'humanization' effort.
(if anything like before) 


Also, you may want to keep you eyes peeled, as this 'new package'
may quite possibly come quite a bit sooner than later(!)

French VFX Facility BUF Compagnie to
make software public 
http://www.redsharknews.com/post/item/2088-french-vfx-facility-buf-compagnie-to-make-software-public
 Many other visual
  effects tools – though they may have been developed with
  extensive user input and feedback – still suffer from being
  created by software designers, not visual effects artists. [yep..
  ] 

  One trait of a good software engineer
  is being able to effectively interpret and incorporate user
  requirements. 
  
  But Pierre Buffin’s suite of software and workflows will have
  the advantage of being designed by VFX artists for VFX
  artists. [sound familiar? :) ] 

  [...]
  
Most products only offer
  special solutions for a studio. 
  So they spend a lot of time and money to *patch the different software together to make
  them work as a whole.* [sound more familiar?] 

  [...]
   
  Ours is a complete package, a complete pipeline. And the
  artists really like it.”    


Who knows how it's going to turn-out, but reading through that was
music to my ears, if any of that would indeed be the case as a
first(of several I hope) freshly emerging in-house 'high-end'
alternative since forever. 

Supposedly coming 'early 2015'
(unless bought or bribed, if (also) subject to (uncivilized) laws of
the jungle)


  



Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Luc-Eric Rousseau
No, the question of this thread is specially about whether someone
would build a softimage-like supra/sticky toolstack for Maya, and I'm
the only one that actually answered with any information on the
subject.


On Thu, Oct 16, 2014 at 10:33 PM, Jason S jasonsta...@gmail.com wrote:
 On 10/16/14 9:59, Luc-Eric Rousseau wrote:

 So there is no way we're going to break the hotkeys/marking menus for
 everyone else to jam in a softimage-like tool stack.

 Hum.. I hardly think the complaint is that it's not like Soft,  as opposed
 to it not (at-all) being as 'streamlined'.


Re: Humanize Maya effort alive? or - Effective customization??

2014-10-16 Thread Sebastien Sterling
And in doing so you demonstrated a recalcitrant resistance to change
improvement and bettering of the package, for any reason. Further consernes
where raised about the UI and you dismissed them. The reason Maya users put
up with this shit, is not an incentive to do nothing. I'm sure a lot of
Maya artists would welcome a clean up in the UI, think of initiatives like
CADjunkie ZEN. http://cadjunkie.com/zen if anything it shows you care, and
that you are comited to exploring and optimising user experience.

Thanks for sharing Jason S hadn't heard of that. I really hope they can
pull it off.

 unless bought or bribed. i wouldn't worry too much about that, the
French are notoriously stubborn i can attest to this :P

On 17 October 2014 03:46, Luc-Eric Rousseau luceri...@gmail.com wrote:

 No, the question of this thread is specially about whether someone
 would build a softimage-like supra/sticky toolstack for Maya, and I'm
 the only one that actually answered with any information on the
 subject.


 On Thu, Oct 16, 2014 at 10:33 PM, Jason S jasonsta...@gmail.com wrote:
  On 10/16/14 9:59, Luc-Eric Rousseau wrote:
 
  So there is no way we're going to break the hotkeys/marking menus for
  everyone else to jam in a softimage-like tool stack.
 
  Hum.. I hardly think the complaint is that it's not like Soft,  as
 opposed
  to it not (at-all) being as 'streamlined'.