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