Re: more maya......

2014-12-04 Thread Adam Sale
That simple eh. Thanks Cesar.
On Dec 4, 2014 7:14 AM, "Cesar Saez"  wrote:

> Yes, it's deleting the result of the parentConstraint command (which
> returns the name of the constraint node itself).
>
> On Thu, Dec 4, 2014 at 9:43 AM, Cristobal Infante 
> wrote:
>
>> Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.
>>
>> Just out of curiosity, what exactly is this line doing?
>>
>> delete `parentConstraint`;
>>
>> Applying a cns and then deleting it?
>>
>>


Re: more maya......

2014-12-04 Thread Cesar Saez
Yes, it's deleting the result of the parentConstraint command (which
returns the name of the constraint node itself).

On Thu, Dec 4, 2014 at 9:43 AM, Cristobal Infante  wrote:

> Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.
>
> Just out of curiosity, what exactly is this line doing?
>
> delete `parentConstraint`;
>
> Applying a cns and then deleting it?
>
>


Re: more maya......

2014-12-04 Thread Cristobal Infante
Hi Adam, we are using Maya 2015 (not ext), but it must be what Cesar says.

Just out of curiosity, what exactly is this line doing?

delete `parentConstraint`;

Applying a cns and then deleting it?






On 4 December 2014 at 12:35, Luc-Eric Rousseau  wrote:

> Often happens when you copy paste a script from outlook or another email
> app that changes the quotes on you
> On Dec 4, 2014 2:41 AM, "Cesar Saez"  wrote:
>
>> Hey Adam,
>>
>> It doesn't work because you're using the wrong quotation marks,
>> *parentConstraint* should be enclosed by backticks / backquotes / `
>> (it's an imperative form of eval... sort of).
>>
>> http://download.autodesk.com/global/docs/maya2014/en_us/files/FAQ_What_is_the_difference_between_eval_backquotes_and.htm
>>
>> Cheers!
>>
>> On Thu, Dec 4, 2014 at 1:11 AM, Adam Sale  wrote:
>>
>>> Hi Cesar, funny, I had been using the one liner to match transforms,
>>> position, rotation, etc about 6 months ago, no problems
>>>
>>> Now, however, running the command just doesn't work for me in MEL in
>>> Maya 2015 Ext1 SP5.
>>>
>>> delete 'parentConstraint';
>>>
>>> same goes for point, scale and orient.
>>>
>>> Selecting two objects and running returns a syntax error  Line 1.8
>>>
>>> Not sure why it would have stopped. Cristobal which version of Maya are
>>> you running?
>>>
>>>


Re: more maya......

2014-12-04 Thread Luc-Eric Rousseau
Often happens when you copy paste a script from outlook or another email
app that changes the quotes on you
On Dec 4, 2014 2:41 AM, "Cesar Saez"  wrote:

> Hey Adam,
>
> It doesn't work because you're using the wrong quotation marks,
> *parentConstraint* should be enclosed by backticks / backquotes / ` (it's
> an imperative form of eval... sort of).
>
> http://download.autodesk.com/global/docs/maya2014/en_us/files/FAQ_What_is_the_difference_between_eval_backquotes_and.htm
>
> Cheers!
>
> On Thu, Dec 4, 2014 at 1:11 AM, Adam Sale  wrote:
>
>> Hi Cesar, funny, I had been using the one liner to match transforms,
>> position, rotation, etc about 6 months ago, no problems
>>
>> Now, however, running the command just doesn't work for me in MEL in Maya
>> 2015 Ext1 SP5.
>>
>> delete 'parentConstraint';
>>
>> same goes for point, scale and orient.
>>
>> Selecting two objects and running returns a syntax error  Line 1.8
>>
>> Not sure why it would have stopped. Cristobal which version of Maya are
>> you running?
>>
>>


Re: more maya......

2014-12-04 Thread Daniel Harjanto
If script is way to go, probably it's worth to take a look into pymel.
Pymel warps a lot of Maya Python API into it. Or go directly to Maya Python
API, use openMaya to talk directly to Maya.

pymel.core.datatypes module contain a bunch of useful stuff, including
TransformationMatrix, Vector, and Point which could be easily use to build
transformation matrix and others.

Cheers,

On Tue, Dec 2, 2014 at 10:10 PM, Mirko Jankovic 
wrote:

> always nice to read about maya like this... it reminds me why I started to
> hate it in first place and why it will NEVER replace as SI as main
> workhorse...
>
> script it... ;)
>
> On Tue, Dec 2, 2014 at 3:55 PM, Emilio Hernandez 
> wrote:
>
>> It should...
>>
>> I use this script for rigging, matching the center's T and R to match a
>> locator to a group.
>>
>> It is querying the world position and rotation of the second object and
>> applying those values to the first selected object.
>>
>> But to be honest, I have not tried it modifying the object's pivot.
>>
>>
>>
>>
>>
>>
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>> On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante 
>> wrote:
>>
>>> Thanks Emilio, but that doesn't match the objects by their centers right?
>>>
>>> If you offset the center and then try to match?
>>>
>>> On 2 December 2014 at 14:15, Emilio Hernandez  wrote:
>>>
 Or...  Write a script.

 Python Tab
 -
 import maya.cmds as cmds

 selected = cmds.ls (selection=True)

 objTrans =selected[0]
 objTarget = selected[1]

 trans = cmds.xform (objTarget, q=True, t=True, ws=True)
 rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
 cmds.xform (objTrans, t=trans, ro=rotation)
 ---

 Select first the object to transform.
 Select second the target object.

 run the script or add it as a button.



 ---
 Emilio Hernández   VFX & 3D animation.

 On Tue, Dec 2, 2014 at 5:15 AM,  wrote:

>  You can select two objects and then tab through the values in the
> channel box and they will match up
>
> /Mikael
>
> *Från:* Cristobal Infante 
> *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
> *Till:* softimage@listproc.autodesk.com
>
> Can somebody please tell what is the best way of matching transforms
> in Maya?
>
> I've been using Align Objects, but it doesn't match two objects based
> on their pivot like in xsi.
>
> Any ideas?
>
> C
>


>>>
>>
>


-- 
Daniel Harjanto
Infinite Frameworks Studios
TD
http://misterdi.cgpot.com


Re: more maya......

2014-12-03 Thread Daniel Harjanto
Actually it is possible to do that in a single process.

transmat = cmds.xform(objTarget, q=True, matrix=True, ws=True)
cmds.xform(objTrans, matrix=transmat)

It will carry all information in the transform matrix to the target.

Cheers,


On Tue, Dec 2, 2014 at 9:15 PM, Emilio Hernandez  wrote:

> Or...  Write a script.
>
> Python Tab
> -
> import maya.cmds as cmds
>
> selected = cmds.ls (selection=True)
>
> objTrans =selected[0]
> objTarget = selected[1]
>
> trans = cmds.xform (objTarget, q=True, t=True, ws=True)
> rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
> cmds.xform (objTrans, t=trans, ro=rotation)
> ---
>
> Select first the object to transform.
> Select second the target object.
>
> run the script or add it as a button.
>
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
> On Tue, Dec 2, 2014 at 5:15 AM,  wrote:
>
>>  You can select two objects and then tab through the values in the
>> channel box and they will match up
>>
>> /Mikael
>>
>> *Från:* Cristobal Infante 
>> *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
>> *Till:* softimage@listproc.autodesk.com
>>
>> Can somebody please tell what is the best way of matching transforms in
>> Maya?
>>
>> I've been using Align Objects, but it doesn't match two objects based on
>> their pivot like in xsi.
>>
>> Any ideas?
>>
>> C
>>
>
>


-- 
Daniel Harjanto
Infinite Frameworks Studios
TD
http://misterdi.cgpot.com


Re: more maya......

2014-12-03 Thread Cesar Saez
Hey Adam,

It doesn't work because you're using the wrong quotation marks,
*parentConstraint* should be enclosed by backticks / backquotes / ` (it's
an imperative form of eval... sort of).
http://download.autodesk.com/global/docs/maya2014/en_us/files/FAQ_What_is_the_difference_between_eval_backquotes_and.htm

Cheers!

On Thu, Dec 4, 2014 at 1:11 AM, Adam Sale  wrote:

> Hi Cesar, funny, I had been using the one liner to match transforms,
> position, rotation, etc about 6 months ago, no problems
>
> Now, however, running the command just doesn't work for me in MEL in Maya
> 2015 Ext1 SP5.
>
> delete 'parentConstraint';
>
> same goes for point, scale and orient.
>
> Selecting two objects and running returns a syntax error  Line 1.8
>
> Not sure why it would have stopped. Cristobal which version of Maya are
> you running?
>
>


Re: more maya......

2014-12-03 Thread Adam Sale
Hi Cesar, funny, I had been using the one liner to match transforms,
position, rotation, etc about 6 months ago, no problems

Now, however, running the command just doesn't work for me in MEL in Maya
2015 Ext1 SP5.

delete 'parentConstraint';

same goes for point, scale and orient.

Selecting two objects and running returns a syntax error  Line 1.8

Not sure why it would have stopped. Cristobal which version of Maya are you
running?

On Wed, Dec 3, 2014 at 7:42 AM, Cristobal Infante  wrote:

> Hi Cesar,
>
> Thanks man, your one-liner did the trick (parent cns), and respect the
> pivot of the objects!!
>
>
>


Re: more maya......

2014-12-03 Thread Cristobal Infante
Hi Cesar,

Thanks man, your one-liner did the trick (parent cns), and respect the
pivot of the objects!!


Re: more maya......

2014-12-03 Thread Mirko Jankovic
Well people will say it is only my soft is better then your fan talk but
honestly that is not the case.
To me also maya feels more like collection of good part that  are easy to
market and use as selling point, yea bifrost it is sooo great, view port
soo nice.. etc.. but they are all separate pieces, adn when you try to
actually bind everything things starts to fall apart because there  is no
good foundation that  will hold everything and control.
What is the point of all the power when you cannot control it efficiently

On Wed, Dec 3, 2014 at 3:21 PM, Chris Marshall 
wrote:

> I've just started dipping into Maya as a result of being asked to help out
> on an MA course locally. I've got to say my first impression is that Maya
> is scarily backwards compared with Soft. Render Tree equivalent Hyper Shade
> is it? What is that all about. Expolorer equivalent is the Outliner? So
> scarily bad. Generally it feels like an old piece of software from a design
> point of view, a bolt together mess. With no ICE, I'm struggling to see any
> point in switching.
>
>


Re: more maya......

2014-12-03 Thread Chris Marshall
I've just started dipping into Maya as a result of being asked to help out
on an MA course locally. I've got to say my first impression is that Maya
is scarily backwards compared with Soft. Render Tree equivalent Hyper Shade
is it? What is that all about. Expolorer equivalent is the Outliner? So
scarily bad. Generally it feels like an old piece of software from a design
point of view, a bolt together mess. With no ICE, I'm struggling to see any
point in switching.


Re: more maya......

2014-12-02 Thread Martin Yara
Thanks Cesar!

Never though you could do it in one line.

Just one thing. Maya's Parent Constraint, unlike Softimage Pose Constraint,
it doesn't constraint Scale so you may need another sentence on that one.

Martin

On Wed, Dec 3, 2014 at 3:14 AM, Cesar Saez  wrote:

> This one-liner expressions (MEL) should do the trick ;)
>
> // match transform
>> delete `parentConstraint`;
>>
>> // match translation
>> delete `pointConstraint`;
>>
>> // match rotation
>> delete `orientConstraint`;
>>
>> // match scale
>> delete `scaleConstraint`;
>>
>


Re: more maya......

2014-12-02 Thread Emilio Hernandez
The small details is what make the big things.

That is why IMHO SI is still bigger than Maya.

Let's see how long it will take AD to have the beauty of Softimage in Maya.

---
Emilio Hernández   VFX & 3D animation.

On Tue, Dec 2, 2014 at 12:14 PM, Cesar Saez  wrote:

> This one-liner expressions (MEL) should do the trick ;)
>
> // match transform
>> delete `parentConstraint`;
>>
>> // match translation
>> delete `pointConstraint`;
>>
>> // match rotation
>> delete `orientConstraint`;
>>
>> // match scale
>> delete `scaleConstraint`;
>>
>


Re: more maya......

2014-12-02 Thread Cesar Saez
This one-liner expressions (MEL) should do the trick ;)

// match transform
> delete `parentConstraint`;
>
> // match translation
> delete `pointConstraint`;
>
> // match rotation
> delete `orientConstraint`;
>
> // match scale
> delete `scaleConstraint`;
>


Re: more maya......

2014-12-02 Thread Bradley Gabe
In all fairness, it's a script in Soft as well. They just happened to
integrate it into the interface.

On Tue, Dec 2, 2014 at 9:10 AM, Mirko Jankovic 
wrote:

> always nice to read about maya like this... it reminds me why I started to
> hate it in first place and why it will NEVER replace as SI as main
> workhorse...
>
> script it... ;)
>
> On Tue, Dec 2, 2014 at 3:55 PM, Emilio Hernandez 
> wrote:
>
>> It should...
>>
>> I use this script for rigging, matching the center's T and R to match a
>> locator to a group.
>>
>> It is querying the world position and rotation of the second object and
>> applying those values to the first selected object.
>>
>> But to be honest, I have not tried it modifying the object's pivot.
>>
>>
>>
>>
>>
>>
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>> On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante 
>> wrote:
>>
>>> Thanks Emilio, but that doesn't match the objects by their centers right?
>>>
>>> If you offset the center and then try to match?
>>>
>>> On 2 December 2014 at 14:15, Emilio Hernandez  wrote:
>>>
 Or...  Write a script.

 Python Tab
 -
 import maya.cmds as cmds

 selected = cmds.ls (selection=True)

 objTrans =selected[0]
 objTarget = selected[1]

 trans = cmds.xform (objTarget, q=True, t=True, ws=True)
 rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
 cmds.xform (objTrans, t=trans, ro=rotation)
 ---

 Select first the object to transform.
 Select second the target object.

 run the script or add it as a button.



 ---
 Emilio Hernández   VFX & 3D animation.

 On Tue, Dec 2, 2014 at 5:15 AM,  wrote:

>  You can select two objects and then tab through the values in the
> channel box and they will match up
>
> /Mikael
>
> *Från:* Cristobal Infante 
> *Skickat:* tisdag den 2 december 2014 10:30
> *Till:* softimage@listproc.autodesk.com
>
> Can somebody please tell what is the best way of matching transforms
> in Maya?
>
> I've been using Align Objects, but it doesn't match two objects based
> on their pivot like in xsi.
>
> Any ideas?
>
> C
>


>>>
>>
>


RE: more maya......

2014-12-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
If you want to edit pivots, Dirk Bialluch I think wrote this like 15 years ago. 
I should still work.

http://www.creativecrash.com/maya/script/pivot-toolbox



Pivots in Maya don’t work like Centres in Soft.

If you want to set up a complex relationship do the following:


1.   create all your objects

2.   ignore the objects pivots

3.   align your objects

4.   create null locators where you want your “centres” for each object to 
go.

5.   Arrange the locators rotation and hierarchy as necessary for the 
rotations you want

6.   Parent the objects under their respective locators


If you have a complex series of rotation orders manage them by cascading 
locators.

A good example would be

Yaw
- Pitch
- Roll
- Object

But set this up and test the rig before you make the object a child of the rig.


There are some advantages to this workflow, you have to do this in Soft for 
anything more complex anyway, but Maya’s pivot theory has been this way since 
1.0. The rotation order function is a direct descendent of Wavefront.

In Maya Null locators(Group) are your friends.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Tuesday, December 02, 2014 5:30 AM
To: softimage@listproc.autodesk.com
Subject: Re: more maya..

Can somebody please tell what is the best way of matching transforms in Maya?

I've been using Align Objects, but it doesn't match two objects based on their 
pivot like in xsi.

Any ideas?

C


RE: more maya......

2014-12-02 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I should also clarify, a LOCATOR is different than a NULL created by the group 
command, but either should do.

Nulls are only viewable and selectable from the viewports if you display their 
handle, otherwise you can select them in the outliner.

Locators are always visible and selectable until you hide them.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Tuesday, December 02, 2014 11:21 AM
To: softimage@listproc.autodesk.com
Subject: RE: more maya..

If you want to edit pivots, Dirk Bialluch I think wrote this like 15 years ago. 
I should still work.

http://www.creativecrash.com/maya/script/pivot-toolbox



Pivots in Maya don’t work like Centres in Soft.

If you want to set up a complex relationship do the following:


1.   create all your objects

2.   ignore the objects pivots

3.   align your objects

4.   create null locators where you want your “centres” for each object to 
go.

5.   Arrange the locators rotation and hierarchy as necessary for the 
rotations you want

6.   Parent the objects under their respective locators


If you have a complex series of rotation orders manage them by cascading 
locators.

A good example would be

Yaw
- Pitch
- Roll
- Object

But set this up and test the rig before you make the object a child of the rig.


There are some advantages to this workflow, you have to do this in Soft for 
anything more complex anyway, but Maya’s pivot theory has been this way since 
1.0. The rotation order function is a direct descendent of Wavefront.

In Maya Null locators(Group) are your friends.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Tuesday, December 02, 2014 5:30 AM
To: softimage@listproc.autodesk.com
Subject: Re: more maya..

Can somebody please tell what is the best way of matching transforms in Maya?

I've been using Align Objects, but it doesn't match two objects based on their 
pivot like in xsi.

Any ideas?

C


Re: more maya......

2014-12-02 Thread Cristobal Infante
The match transform function is a detail compared to other stuff. I know I
can find the script getting working etc.

Now loading images sequences into grids have really slowed down our scenes.
And I am talking about small images coming from flash.


Re: more maya......

2014-12-02 Thread Eric Thivierge

It also uses constraints too from what I've been told over the years.

It's less about how its done, more that its such an essential tool used 
every 15 minutes or less while rigging it's gotten to an absurd point 
where a) we need to script it / find a script and b) it's not part of 
the menus already and finally c) it's not a mapped key combo by 
default. (Yes all Maya's keys are already mapped, I know).


Eric T.

On Tuesday, December 02, 2014 11:03:48 AM, Bradley Gabe wrote:

In all fairness, it's a script in Soft as well. They just happened to
integrate it into the interface.

On Tue, Dec 2, 2014 at 9:10 AM, Mirko Jankovic
mailto:mirkoj.anima...@gmail.com>> wrote:

always nice to read about maya like this... it reminds me why I
started to hate it in first place and why it will NEVER replace as
SI as main workhorse...

script it... ;)

On Tue, Dec 2, 2014 at 3:55 PM, Emilio Hernandez
mailto:emi...@e-roja.com>> wrote:

It should...

I use this script for rigging, matching the center's T and R
to match a locator to a group.

It is querying the world position and rotation of the second
object and applying those values to the first selected object.

But to be honest, I have not tried it modifying the object's
pivot.







---
Emilio Hernández   VFX & 3D animation.

On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante
mailto:cgc...@gmail.com>> wrote:

Thanks Emilio, but that doesn't match the objects by their
centers right?

If you offset the center and then try to match?

On 2 December 2014 at 14:15, Emilio Hernandez
mailto:emi...@e-roja.com>> wrote:

Or...  Write a script.

Python Tab
-
import maya.cmds as cmds

selected = cmds.ls  (selection=True)

objTrans =selected[0]
objTarget = selected[1]

trans = cmds.xform (objTarget, q=True, t=True, ws=True)
rotation = cmds.xform (objTarget, q=True, ro=True,
ws=True)
cmds.xform (objTrans, t=trans, ro=rotation)
---

Select first the object to transform.
Select second the target object.

run the script or add it as a button.



---
Emilio Hernández   VFX & 3D animation.

On Tue, Dec 2, 2014 at 5:15 AM,
mailto:mikael.petter...@gmail.com>> wrote:

You can select two objects and then tab through
the values in the channel box and they will match up

/Mikael

*Från:* Cristobal Infante 
*Skickat:* tisdag den 2 december 2014 10:30
*Till:* softimage@listproc.autodesk.com


Can somebody please tell what is the best way of
matching transforms in Maya?

I've been using Align Objects, but it doesn't
match two objects based on their pivot like in xsi.

Any ideas?

C










Re: more maya......

2014-12-02 Thread Mirko Jankovic
always nice to read about maya like this... it reminds me why I started to
hate it in first place and why it will NEVER replace as SI as main
workhorse...

script it... ;)

On Tue, Dec 2, 2014 at 3:55 PM, Emilio Hernandez  wrote:

> It should...
>
> I use this script for rigging, matching the center's T and R to match a
> locator to a group.
>
> It is querying the world position and rotation of the second object and
> applying those values to the first selected object.
>
> But to be honest, I have not tried it modifying the object's pivot.
>
>
>
>
>
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
> On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante 
> wrote:
>
>> Thanks Emilio, but that doesn't match the objects by their centers right?
>>
>> If you offset the center and then try to match?
>>
>> On 2 December 2014 at 14:15, Emilio Hernandez  wrote:
>>
>>> Or...  Write a script.
>>>
>>> Python Tab
>>> -
>>> import maya.cmds as cmds
>>>
>>> selected = cmds.ls (selection=True)
>>>
>>> objTrans =selected[0]
>>> objTarget = selected[1]
>>>
>>> trans = cmds.xform (objTarget, q=True, t=True, ws=True)
>>> rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
>>> cmds.xform (objTrans, t=trans, ro=rotation)
>>> ---
>>>
>>> Select first the object to transform.
>>> Select second the target object.
>>>
>>> run the script or add it as a button.
>>>
>>>
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>> On Tue, Dec 2, 2014 at 5:15 AM,  wrote:
>>>
  You can select two objects and then tab through the values in the
 channel box and they will match up

 /Mikael

 *Från:* Cristobal Infante 
 *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
 *Till:* softimage@listproc.autodesk.com

 Can somebody please tell what is the best way of matching transforms in
 Maya?

 I've been using Align Objects, but it doesn't match two objects based
 on their pivot like in xsi.

 Any ideas?

 C

>>>
>>>
>>
>


Re: more maya......

2014-12-02 Thread Emilio Hernandez
It should...

I use this script for rigging, matching the center's T and R to match a
locator to a group.

It is querying the world position and rotation of the second object and
applying those values to the first selected object.

But to be honest, I have not tried it modifying the object's pivot.







---
Emilio Hernández   VFX & 3D animation.

On Tue, Dec 2, 2014 at 8:24 AM, Cristobal Infante  wrote:

> Thanks Emilio, but that doesn't match the objects by their centers right?
>
> If you offset the center and then try to match?
>
> On 2 December 2014 at 14:15, Emilio Hernandez  wrote:
>
>> Or...  Write a script.
>>
>> Python Tab
>> -
>> import maya.cmds as cmds
>>
>> selected = cmds.ls (selection=True)
>>
>> objTrans =selected[0]
>> objTarget = selected[1]
>>
>> trans = cmds.xform (objTarget, q=True, t=True, ws=True)
>> rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
>> cmds.xform (objTrans, t=trans, ro=rotation)
>> ---
>>
>> Select first the object to transform.
>> Select second the target object.
>>
>> run the script or add it as a button.
>>
>>
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>> On Tue, Dec 2, 2014 at 5:15 AM,  wrote:
>>
>>>  You can select two objects and then tab through the values in the
>>> channel box and they will match up
>>>
>>> /Mikael
>>>
>>> *Från:* Cristobal Infante 
>>> *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
>>> *Till:* softimage@listproc.autodesk.com
>>>
>>> Can somebody please tell what is the best way of matching transforms in
>>> Maya?
>>>
>>> I've been using Align Objects, but it doesn't match two objects based on
>>> their pivot like in xsi.
>>>
>>> Any ideas?
>>>
>>> C
>>>
>>
>>
>


Re: more maya......

2014-12-02 Thread Cristobal Infante
Thanks Emilio, but that doesn't match the objects by their centers right?

If you offset the center and then try to match?

On 2 December 2014 at 14:15, Emilio Hernandez  wrote:

> Or...  Write a script.
>
> Python Tab
> -
> import maya.cmds as cmds
>
> selected = cmds.ls (selection=True)
>
> objTrans =selected[0]
> objTarget = selected[1]
>
> trans = cmds.xform (objTarget, q=True, t=True, ws=True)
> rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
> cmds.xform (objTrans, t=trans, ro=rotation)
> ---
>
> Select first the object to transform.
> Select second the target object.
>
> run the script or add it as a button.
>
>
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
> On Tue, Dec 2, 2014 at 5:15 AM,  wrote:
>
>>  You can select two objects and then tab through the values in the
>> channel box and they will match up
>>
>> /Mikael
>>
>> *Från:* Cristobal Infante 
>> *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
>> *Till:* softimage@listproc.autodesk.com
>>
>> Can somebody please tell what is the best way of matching transforms in
>> Maya?
>>
>> I've been using Align Objects, but it doesn't match two objects based on
>> their pivot like in xsi.
>>
>> Any ideas?
>>
>> C
>>
>
>


Re: more maya......

2014-12-02 Thread Emilio Hernandez
Or...  Write a script.

Python Tab
-
import maya.cmds as cmds

selected = cmds.ls (selection=True)

objTrans =selected[0]
objTarget = selected[1]

trans = cmds.xform (objTarget, q=True, t=True, ws=True)
rotation = cmds.xform (objTarget, q=True, ro=True, ws=True)
cmds.xform (objTrans, t=trans, ro=rotation)
---

Select first the object to transform.
Select second the target object.

run the script or add it as a button.



---
Emilio Hernández   VFX & 3D animation.

On Tue, Dec 2, 2014 at 5:15 AM,  wrote:

>  You can select two objects and then tab through the values in the
> channel box and they will match up
>
> /Mikael
>
> *Från:* Cristobal Infante 
> *Skickat:* ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
> *Till:* softimage@listproc.autodesk.com
>
> Can somebody please tell what is the best way of matching transforms in
> Maya?
>
> I've been using Align Objects, but it doesn't match two objects based on
> their pivot like in xsi.
>
> Any ideas?
>
> C
>


Re: more maya......

2014-12-02 Thread mikael.pettersen
You can select two objects and then tab through the values in the channel box 
and they will match up


/Mikael 





Från: Cristobal Infante
Skickat: ‎tisdag‎ den ‎2‎ ‎december‎ ‎2014 ‎10‎:‎30
Till: softimage@listproc.autodesk.com





Can somebody please tell what is the best way of matching transforms in Maya?



I've been using Align Objects, but it doesn't match two objects based on their 
pivot like in xsi.




Any ideas?




C

Re: more maya......

2014-12-02 Thread Andres Stephens
I saw a random video once. It showed me that you can select two objects - then 
in its transform properties panel, I think, you select then press Enter on 
say... The Xt, and then the first selected object acquires that Xt value of the 
second. Do the same for the other TSR values you want to match - just 9 times 
if you want to match pose!

You may have to zero the value with the second selection and the first 
selected..? I don't recall... But maybe that will also work.

I don't use Maya, but the video was handy yet... Amusing.

--- Original Message ---

From: "Cristobal Infante" 
Sent: December 2, 2014 5:30 AM
To: softimage@listproc.autodesk.com
Subject: Re: more maya..

Can somebody please tell what is the best way of matching transforms in
Maya?

I've been using Align Objects, but it doesn't match two objects based on
their pivot like in xsi.

Any ideas?

C


Re: more maya......

2014-12-02 Thread Sebastien Sterling
The functionality isn't there, the work around is to use a parent
constraint with maintain offset unticked. you delete the constraint after.

On 2 December 2014 at 10:30, Cristobal Infante  wrote:

> Can somebody please tell what is the best way of matching transforms in
> Maya?
>
> I've been using Align Objects, but it doesn't match two objects based on
> their pivot like in xsi.
>
> Any ideas?
>
> C
>


Re: more maya......

2014-12-02 Thread Cristobal Infante
Can somebody please tell what is the best way of matching transforms in
Maya?

I've been using Align Objects, but it doesn't match two objects based on
their pivot like in xsi.

Any ideas?

C


Re: more maya......

2014-11-25 Thread Luc-Eric Rousseau
there is an Interactive Sequence Caching option  you could turn on the
File node.

in theory, maya will be faster reading .iff files

On Tue, Nov 25, 2014 at 10:42 AM, Cristobal Infante  wrote:
> Hi guys,
>
> Trying to load image sequences into a grid or image plane in Maya and the
> performance is rlly poor.
>
> We are not sure what is causing it, since it seems better when the secuences
> are copied locally. We never had any issues with other software, so inclined
> to think we are missing something in Maya. We've tried TIF, PNGs, JPEG, the
> lot...
>
> Any ideas?
>


Re: more maya......

2014-11-25 Thread Cristobal Infante
Hi Eric,

Clean test scene, with only 1 grid loading the images so wouldn't think
that's the problem ;)


Re: more maya......

2014-11-25 Thread Eric Turman
How many tris are there...Softimage can handle really large amounts of
triangles provided that there are few actual objects. WHereas Maya can
handle a frak-ton of nodes but not as many tris.

On Tue, Nov 25, 2014 at 9:52 AM, Cristobal Infante  wrote:

> We are trying HD and half HD, nothing massive.
>
> Also, it even slow downs with the display in wireframe...
>
> On 25 November 2014 at 15:46, Eric Turman  wrote:
>
>> What is the image size? You can speed up your performance just by using a
>> half rez proxy to work with and reassign if you need to use it for renders.
>>
>> On Tue, Nov 25, 2014 at 9:42 AM, Cristobal Infante 
>> wrote:
>>
>>> Hi guys,
>>>
>>> Trying to load image sequences into a grid or image plane in Maya and
>>> the performance is rlly poor.
>>>
>>> We are not sure what is causing it, since it seems better when the
>>> secuences are copied locally. We never had any issues with other software,
>>> so inclined to think we are missing something in Maya. We've tried TIF,
>>> PNGs, JPEG, the lot...
>>>
>>> Any ideas?
>>>
>>>
>>>
>>> On 19 November 2014 at 18:24, Sofronis Efstathiou <
>>> sefstath...@bournemouth.ac.uk> wrote:
>>>
>>>> +1
>>>>
>>>> yes please... Its a terrible system. I'm hoping there is a solution I
>>>> haven't stumbled across yet. Can we partition the outliner and assets in
>>>> any way (without using filters). Haven't used reference assets yet, but
>>>> assume they would still show up anyway...
>>>>
>>>> Sofronis Efstathiou
>>>>
>>>> Postgraduate Framework Leader and BFX Festival Director
>>>> Computer Animation Academic Group
>>>> National Centre for Computer Animation
>>>>
>>>> Email: sefstath...@bournemouth.ac.uk
>>>>
>>>> Tel: +44 (0) 1202 965805
>>>>
>>>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>>>
>>>> Student Work:
>>>> http://www.youtube.com/NCCA3DAnimation
>>>> http://www.youtube.com/NCCADigitalFX
>>>> http://www.youtube.com/NCCAAnimation
>>>>
>>>>
>>>>
>>>>
>>>> -Original Message-
>>>> From: Cristobal Infante [cgc...@gmail.com]
>>>> Received: Wednesday, 19 Nov 2014, 4:59PM
>>>> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
>>>> Subject: Re: more maya..
>>>>
>>>> And while you are it, make it possible to parent this sets to assets or
>>>> something. I can only imagine the total mess of having all the sets on the
>>>> same level when importing references.
>>>>
>>>> there is no harm in asking, right?
>>>>
>>>> Thanks,
>>>> Cris
>>>>
>>>> On 19 November 2014 16:31, Eric Thivierge >>> <mailto:ethivie...@hybride.com>> wrote:
>>>> I understand for non-trivial relationships custom editors would be
>>>> useful. Set driven keys is a perfect example. We're not really talking
>>>> about that though. We're talking about membership of a container where its
>>>> a one to one relationship. 1 set to 1 object. Its either a member or not. I
>>>> equivocate it to a parent-child relationship. Which you can do in the
>>>> Outliner. Hope this can be considered for workflow enhancements in the
>>>> future.
>>>>
>>>> Best,
>>>> Eric T.
>>>>
>>>>
>>>> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
>>>> Coming from softimage, you expect to do everything in the
>>>> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
>>>> scene hierarchy), and then there is the Relationship Editor for
>>>> connections, sets, driven keys, everything that's relationships.
>>>> It's unified and consistent in that way.
>>>>
>>>> it's possible that in the future Maya's Outliner will be more like
>>>> XSI's explorer but that doesn't help you right now so I don't preface
>>>> my posts with theoretical blah blah blahs.
>>>>
>>>> We started to introduce something like relationship editors later in
>>>> Softimage's life with the XSI Explorer, set driven key, keyable
>>>> parameter editor, etc. Rejean was a big fan of having views with two
>>>> Explorers side-by-side like Maya's relationship editors.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>>>
>>>> BU is a Disability Two Ticks Employer and has signed up to the Mindful
>>>> Employer charter. Information about the accessibility of University
>>>> buildings can be found on the BU DisabledGo webpages<
>>>> http://www.disabledgo.com/en/org/bournemouth-university>
>>>>
>>>> This email is intended only for the person to whom it is addressed and
>>>> may contain confidential information. If you have received this email in
>>>> error, please notify the sender and delete this email, which must not be
>>>> copied, distributed or disclosed to any other person.
>>>>
>>>> Any views or opinions presented are solely those of the author and do
>>>> not necessarily represent those of Bournemouth University or its subsidiary
>>>> companies. Nor can any contract be formed on behalf of the University or
>>>> its subsidiary companies via email.
>>>>
>>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


-- 




-=T=-


Re: more maya......

2014-11-25 Thread Cristobal Infante
We are trying HD and half HD, nothing massive.

Also, it even slow downs with the display in wireframe...

On 25 November 2014 at 15:46, Eric Turman  wrote:

> What is the image size? You can speed up your performance just by using a
> half rez proxy to work with and reassign if you need to use it for renders.
>
> On Tue, Nov 25, 2014 at 9:42 AM, Cristobal Infante 
> wrote:
>
>> Hi guys,
>>
>> Trying to load image sequences into a grid or image plane in Maya and the
>> performance is rlly poor.
>>
>> We are not sure what is causing it, since it seems better when the
>> secuences are copied locally. We never had any issues with other software,
>> so inclined to think we are missing something in Maya. We've tried TIF,
>> PNGs, JPEG, the lot...
>>
>> Any ideas?
>>
>>
>>
>> On 19 November 2014 at 18:24, Sofronis Efstathiou <
>> sefstath...@bournemouth.ac.uk> wrote:
>>
>>> +1
>>>
>>> yes please... Its a terrible system. I'm hoping there is a solution I
>>> haven't stumbled across yet. Can we partition the outliner and assets in
>>> any way (without using filters). Haven't used reference assets yet, but
>>> assume they would still show up anyway...
>>>
>>> Sofronis Efstathiou
>>>
>>> Postgraduate Framework Leader and BFX Festival Director
>>> Computer Animation Academic Group
>>> National Centre for Computer Animation
>>>
>>> Email: sefstath...@bournemouth.ac.uk
>>>
>>> Tel: +44 (0) 1202 965805
>>>
>>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>>
>>> Student Work:
>>> http://www.youtube.com/NCCA3DAnimation
>>> http://www.youtube.com/NCCADigitalFX
>>> http://www.youtube.com/NCCAAnimation
>>>
>>>
>>>
>>>
>>> -Original Message-
>>> From: Cristobal Infante [cgc...@gmail.com]
>>> Received: Wednesday, 19 Nov 2014, 4:59PM
>>> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
>>> Subject: Re: more maya..
>>>
>>> And while you are it, make it possible to parent this sets to assets or
>>> something. I can only imagine the total mess of having all the sets on the
>>> same level when importing references.
>>>
>>> there is no harm in asking, right?
>>>
>>> Thanks,
>>> Cris
>>>
>>> On 19 November 2014 16:31, Eric Thivierge >> <mailto:ethivie...@hybride.com>> wrote:
>>> I understand for non-trivial relationships custom editors would be
>>> useful. Set driven keys is a perfect example. We're not really talking
>>> about that though. We're talking about membership of a container where its
>>> a one to one relationship. 1 set to 1 object. Its either a member or not. I
>>> equivocate it to a parent-child relationship. Which you can do in the
>>> Outliner. Hope this can be considered for workflow enhancements in the
>>> future.
>>>
>>> Best,
>>> Eric T.
>>>
>>>
>>> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
>>> Coming from softimage, you expect to do everything in the
>>> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
>>> scene hierarchy), and then there is the Relationship Editor for
>>> connections, sets, driven keys, everything that's relationships.
>>> It's unified and consistent in that way.
>>>
>>> it's possible that in the future Maya's Outliner will be more like
>>> XSI's explorer but that doesn't help you right now so I don't preface
>>> my posts with theoretical blah blah blahs.
>>>
>>> We started to introduce something like relationship editors later in
>>> Softimage's life with the XSI Explorer, set driven key, keyable
>>> parameter editor, etc. Rejean was a big fan of having views with two
>>> Explorers side-by-side like Maya's relationship editors.
>>>
>>>
>>>
>>>
>>>
>>> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>>
>>> BU is a Disability Two Ticks Employer and has signed up to the Mindful
>>> Employer charter. Information about the accessibility of University
>>> buildings can be found on the BU DisabledGo webpages<
>>> http://www.disabledgo.com/en/org/bournemouth-university>
>>>
>>> This email is intended only for the person to whom it is addressed and
>>> may contain confidential information. If you have received this email in
>>> error, please notify the sender and delete this email, which must not be
>>> copied, distributed or disclosed to any other person.
>>>
>>> Any views or opinions presented are solely those of the author and do
>>> not necessarily represent those of Bournemouth University or its subsidiary
>>> companies. Nor can any contract be formed on behalf of the University or
>>> its subsidiary companies via email.
>>>
>>>
>>
>
>
> --
>
>
>
>
> -=T=-
>


Re: more maya......

2014-11-25 Thread Eric Turman
What is the image size? You can speed up your performance just by using a
half rez proxy to work with and reassign if you need to use it for renders.

On Tue, Nov 25, 2014 at 9:42 AM, Cristobal Infante  wrote:

> Hi guys,
>
> Trying to load image sequences into a grid or image plane in Maya and the
> performance is rlly poor.
>
> We are not sure what is causing it, since it seems better when the
> secuences are copied locally. We never had any issues with other software,
> so inclined to think we are missing something in Maya. We've tried TIF,
> PNGs, JPEG, the lot...
>
> Any ideas?
>
>
>
> On 19 November 2014 at 18:24, Sofronis Efstathiou <
> sefstath...@bournemouth.ac.uk> wrote:
>
>> +1
>>
>> yes please... Its a terrible system. I'm hoping there is a solution I
>> haven't stumbled across yet. Can we partition the outliner and assets in
>> any way (without using filters). Haven't used reference assets yet, but
>> assume they would still show up anyway...
>>
>> Sofronis Efstathiou
>>
>> Postgraduate Framework Leader and BFX Festival Director
>> Computer Animation Academic Group
>> National Centre for Computer Animation
>>
>> Email: sefstath...@bournemouth.ac.uk
>>
>> Tel: +44 (0) 1202 965805
>>
>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>
>> Student Work:
>> http://www.youtube.com/NCCA3DAnimation
>> http://www.youtube.com/NCCADigitalFX
>> http://www.youtube.com/NCCAAnimation
>>
>>
>>
>>
>> -Original Message-
>> From: Cristobal Infante [cgc...@gmail.com]
>> Received: Wednesday, 19 Nov 2014, 4:59PM
>> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
>> Subject: Re: more maya..
>>
>> And while you are it, make it possible to parent this sets to assets or
>> something. I can only imagine the total mess of having all the sets on the
>> same level when importing references.
>>
>> there is no harm in asking, right?
>>
>> Thanks,
>> Cris
>>
>> On 19 November 2014 16:31, Eric Thivierge > ethivie...@hybride.com>> wrote:
>> I understand for non-trivial relationships custom editors would be
>> useful. Set driven keys is a perfect example. We're not really talking
>> about that though. We're talking about membership of a container where its
>> a one to one relationship. 1 set to 1 object. Its either a member or not. I
>> equivocate it to a parent-child relationship. Which you can do in the
>> Outliner. Hope this can be considered for workflow enhancements in the
>> future.
>>
>> Best,
>> Eric T.
>>
>>
>> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
>> Coming from softimage, you expect to do everything in the
>> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
>> scene hierarchy), and then there is the Relationship Editor for
>> connections, sets, driven keys, everything that's relationships.
>> It's unified and consistent in that way.
>>
>> it's possible that in the future Maya's Outliner will be more like
>> XSI's explorer but that doesn't help you right now so I don't preface
>> my posts with theoretical blah blah blahs.
>>
>> We started to introduce something like relationship editors later in
>> Softimage's life with the XSI Explorer, set driven key, keyable
>> parameter editor, etc. Rejean was a big fan of having views with two
>> Explorers side-by-side like Maya's relationship editors.
>>
>>
>>
>>
>>
>> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>
>> BU is a Disability Two Ticks Employer and has signed up to the Mindful
>> Employer charter. Information about the accessibility of University
>> buildings can be found on the BU DisabledGo webpages<
>> http://www.disabledgo.com/en/org/bournemouth-university>
>>
>> This email is intended only for the person to whom it is addressed and
>> may contain confidential information. If you have received this email in
>> error, please notify the sender and delete this email, which must not be
>> copied, distributed or disclosed to any other person.
>>
>> Any views or opinions presented are solely those of the author and do not
>> necessarily represent those of Bournemouth University or its subsidiary
>> companies. Nor can any contract be formed on behalf of the University or
>> its subsidiary companies via email.
>>
>>
>


-- 




-=T=-


Re: more maya......

2014-11-25 Thread Cristobal Infante
Hi guys,

Trying to load image sequences into a grid or image plane in Maya and the
performance is rlly poor.

We are not sure what is causing it, since it seems better when the
secuences are copied locally. We never had any issues with other software,
so inclined to think we are missing something in Maya. We've tried TIF,
PNGs, JPEG, the lot...

Any ideas?



On 19 November 2014 at 18:24, Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk> wrote:

> +1
>
> yes please... Its a terrible system. I'm hoping there is a solution I
> haven't stumbled across yet. Can we partition the outliner and assets in
> any way (without using filters). Haven't used reference assets yet, but
> assume they would still show up anyway...
>
> Sofronis Efstathiou
>
> Postgraduate Framework Leader and BFX Festival Director
> Computer Animation Academic Group
> National Centre for Computer Animation
>
> Email: sefstath...@bournemouth.ac.uk
>
> Tel: +44 (0) 1202 965805
>
> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>
> Student Work:
> http://www.youtube.com/NCCA3DAnimation
> http://www.youtube.com/NCCADigitalFX
> http://www.youtube.com/NCCAAnimation
>
>
>
>
> -Original Message-
> From: Cristobal Infante [cgc...@gmail.com]
> Received: Wednesday, 19 Nov 2014, 4:59PM
> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
> Subject: Re: more maya..
>
> And while you are it, make it possible to parent this sets to assets or
> something. I can only imagine the total mess of having all the sets on the
> same level when importing references.
>
> there is no harm in asking, right?
>
> Thanks,
> Cris
>
> On 19 November 2014 16:31, Eric Thivierge  ethivie...@hybride.com>> wrote:
> I understand for non-trivial relationships custom editors would be useful.
> Set driven keys is a perfect example. We're not really talking about that
> though. We're talking about membership of a container where its a one to
> one relationship. 1 set to 1 object. Its either a member or not. I
> equivocate it to a parent-child relationship. Which you can do in the
> Outliner. Hope this can be considered for workflow enhancements in the
> future.
>
> Best,
> Eric T.
>
>
> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
> Coming from softimage, you expect to do everything in the
> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
> scene hierarchy), and then there is the Relationship Editor for
> connections, sets, driven keys, everything that's relationships.
> It's unified and consistent in that way.
>
> it's possible that in the future Maya's Outliner will be more like
> XSI's explorer but that doesn't help you right now so I don't preface
> my posts with theoretical blah blah blahs.
>
> We started to introduce something like relationship editors later in
> Softimage's life with the XSI Explorer, set driven key, keyable
> parameter editor, etc. Rejean was a big fan of having views with two
> Explorers side-by-side like Maya's relationship editors.
>
>
>
>
>
> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>
> BU is a Disability Two Ticks Employer and has signed up to the Mindful
> Employer charter. Information about the accessibility of University
> buildings can be found on the BU DisabledGo webpages<
> http://www.disabledgo.com/en/org/bournemouth-university>
>
> This email is intended only for the person to whom it is addressed and may
> contain confidential information. If you have received this email in error,
> please notify the sender and delete this email, which must not be copied,
> distributed or disclosed to any other person.
>
> Any views or opinions presented are solely those of the author and do not
> necessarily represent those of Bournemouth University or its subsidiary
> companies. Nor can any contract be formed on behalf of the University or
> its subsidiary companies via email.
>
>


RE: more maya......

2014-11-19 Thread Sofronis Efstathiou
+1

yes please... Its a terrible system. I'm hoping there is a solution I haven't 
stumbled across yet. Can we partition the outliner and assets in any way 
(without using filters). Haven't used reference assets yet, but assume they 
would still show up anyway...

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: Cristobal Infante [cgc...@gmail.com]
Received: Wednesday, 19 Nov 2014, 4:59PM
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: Re: more maya..

And while you are it, make it possible to parent this sets to assets or 
something. I can only imagine the total mess of having all the sets on the same 
level when importing references.

there is no harm in asking, right?

Thanks,
Cris

On 19 November 2014 16:31, Eric Thivierge 
mailto:ethivie...@hybride.com>> wrote:
I understand for non-trivial relationships custom editors would be useful. Set 
driven keys is a perfect example. We're not really talking about that though. 
We're talking about membership of a container where its a one to one 
relationship. 1 set to 1 object. Its either a member or not. I equivocate it to 
a parent-child relationship. Which you can do in the Outliner. Hope this can be 
considered for workflow enhancements in the future.

Best,
Eric T.


On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
Coming from softimage, you expect to do everything in the
Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
scene hierarchy), and then there is the Relationship Editor for
connections, sets, driven keys, everything that's relationships.
It's unified and consistent in that way.

it's possible that in the future Maya's Outliner will be more like
XSI's explorer but that doesn't help you right now so I don't preface
my posts with theoretical blah blah blahs.

We started to introduce something like relationship editors later in
Softimage's life with the XSI Explorer, set driven key, keyable
parameter editor, etc. Rejean was a big fan of having views with two
Explorers side-by-side like Maya's relationship editors.





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Re: more maya......

2014-11-19 Thread Cristobal Infante
And while you are it, make it possible to parent this sets to assets or
something. I can only imagine the total mess of having all the sets on the
same level when importing references.

there is no harm in asking, right?

Thanks,
Cris

On 19 November 2014 16:31, Eric Thivierge  wrote:

> I understand for non-trivial relationships custom editors would be useful.
> Set driven keys is a perfect example. We're not really talking about that
> though. We're talking about membership of a container where its a one to
> one relationship. 1 set to 1 object. Its either a member or not. I
> equivocate it to a parent-child relationship. Which you can do in the
> Outliner. Hope this can be considered for workflow enhancements in the
> future.
>
> Best,
> Eric T.
>
>
> On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:
>
>> Coming from softimage, you expect to do everything in the
>> Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
>> scene hierarchy), and then there is the Relationship Editor for
>> connections, sets, driven keys, everything that's relationships.
>> It's unified and consistent in that way.
>>
>> it's possible that in the future Maya's Outliner will be more like
>> XSI's explorer but that doesn't help you right now so I don't preface
>> my posts with theoretical blah blah blahs.
>>
>> We started to introduce something like relationship editors later in
>> Softimage's life with the XSI Explorer, set driven key, keyable
>> parameter editor, etc. Rejean was a big fan of having views with two
>> Explorers side-by-side like Maya's relationship editors.
>>
>
>


Re: more maya......

2014-11-19 Thread Eric Thivierge
I understand for non-trivial relationships custom editors would be 
useful. Set driven keys is a perfect example. We're not really talking 
about that though. We're talking about membership of a container where 
its a one to one relationship. 1 set to 1 object. Its either a member 
or not. I equivocate it to a parent-child relationship. Which you can 
do in the Outliner. Hope this can be considered for workflow 
enhancements in the future.


Best,
Eric T.

On Wednesday, November 19, 2014 11:23:34 AM, Luc-Eric Rousseau wrote:

Coming from softimage, you expect to do everything in the
Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
scene hierarchy), and then there is the Relationship Editor for
connections, sets, driven keys, everything that's relationships.
It's unified and consistent in that way.

it's possible that in the future Maya's Outliner will be more like
XSI's explorer but that doesn't help you right now so I don't preface
my posts with theoretical blah blah blahs.

We started to introduce something like relationship editors later in
Softimage's life with the XSI Explorer, set driven key, keyable
parameter editor, etc. Rejean was a big fan of having views with two
Explorers side-by-side like Maya's relationship editors.




Re: more maya......

2014-11-19 Thread Luc-Eric Rousseau
Coming from softimage, you expect to do everything in the
Outliner/Explorer, but in Maya the Outliner displays the DAG (i.e. the
scene hierarchy), and then there is the Relationship Editor for
connections, sets, driven keys, everything that's relationships.
It's unified and consistent in that way.

it's possible that in the future Maya's Outliner will be more like
XSI's explorer but that doesn't help you right now so I don't preface
my posts with theoretical blah blah blahs.

We started to introduce something like relationship editors later in
Softimage's life with the XSI Explorer, set driven key, keyable
parameter editor, etc. Rejean was a big fan of having views with two
Explorers side-by-side like Maya's relationship editors.

On Wed, Nov 19, 2014 at 11:01 AM, Eric Thivierge  wrote:
> Why does this need an editor? Shouldn't you be able to do this in the
> outliner?
>
>
> On Wednesday, November 19, 2014 10:58:21 AM, Luc-Eric Rousseau wrote:
>>
>> What does the Set Editor not do?  In Windows->RelationShip
>> Editor->Set, you'd add/remove object with a single click.
>
>


Re: more maya......

2014-11-19 Thread Cristobal Infante
Thanks Luc-Eric, dind't know that existed. I guess a right click on the set
 "add selected objects" wouldn't hurt don't you think?. Makes it a bit more
intuitive..


On 19 November 2014 15:58, Luc-Eric Rousseau  wrote:

> What does the Set Editor not do?  In Windows->RelationShip
> Editor->Set, you'd add/remove object with a single click.
>
> On Wed, Nov 19, 2014 at 10:51 AM, Cristobal Infante 
> wrote:
> > Haha,  exaclty what I've been doing Eric. Using and reusing sets to
> finally
> > get the set what I wanted in the first place.
> >
> > Also very annoying is that you can't do multiple things with the selected
> > display layers, for example select all objects from my layers so I can
> > create my set..
> >
> > I better stop now!
> >
> > On 19 November 2014 15:45, Cristobal Infante  wrote:
> >>
> >> Hi Peter,
> >>
> >> Yea I know you can middle click and drop them in but that's a real pain
> >> specially if you need to have everything selected and visible in the
> >> outliner before you drag them.
> >>
> >> I was expecting "add Selected objects", the same way you do with layers.
> >> (or groups in xsi)
>


Re: more maya......

2014-11-19 Thread Eric Thivierge
Why does this need an editor? Shouldn't you be able to do this in the 
outliner?


On Wednesday, November 19, 2014 10:58:21 AM, Luc-Eric Rousseau wrote:

What does the Set Editor not do?  In Windows->RelationShip
Editor->Set, you'd add/remove object with a single click.




Re: more maya......

2014-11-19 Thread Luc-Eric Rousseau
What does the Set Editor not do?  In Windows->RelationShip
Editor->Set, you'd add/remove object with a single click.

On Wed, Nov 19, 2014 at 10:51 AM, Cristobal Infante  wrote:
> Haha,  exaclty what I've been doing Eric. Using and reusing sets to finally
> get the set what I wanted in the first place.
>
> Also very annoying is that you can't do multiple things with the selected
> display layers, for example select all objects from my layers so I can
> create my set..
>
> I better stop now!
>
> On 19 November 2014 15:45, Cristobal Infante  wrote:
>>
>> Hi Peter,
>>
>> Yea I know you can middle click and drop them in but that's a real pain
>> specially if you need to have everything selected and visible in the
>> outliner before you drag them.
>>
>> I was expecting "add Selected objects", the same way you do with layers.
>> (or groups in xsi)


Re: more maya......

2014-11-19 Thread Marco Peixoto
Yeah you can prevent the Children Highlight but... dont try to hide the
master of a hierarchy... it will hide all of them... even if you put it on
a Layer and hide it, it will hide everything underneath it...

Im always complaining in here, but around me it all Maya users that
basically never used anything else and when I tell them that this behaviour
is a bit... ermmm...retarded (to be polite)... they look at me like if im
the retarded lol... Ignorance is a bliss right? :D

On Wed, Nov 19, 2014 at 4:45 PM, Cristobal Infante  wrote:

> Hi Peter,
>
> Yea I know you can middle click and drop them in but that's a real pain
> specially if you need to have everything selected and visible in the
> outliner before you drag them.
>
> I was expecting "add Selected objects", the same way you do with layers.
> (or groups in xsi)
>
>
>
> On 19 November 2014 15:37, Luc-Eric Rousseau  wrote:
>
>> child selection highlight is a related topic , but it isn't pink.  so
>> it can't be what peter is seeing.
>>
>> I'm puzzled, I don't know how to show "affected highlighting", and is
>> that the pink highlight? How do you do it?  Can you dropbox a
>> screenshot Peter?
>>
>
>


Re: more maya......

2014-11-19 Thread Cristobal Infante
Haha,  exaclty what I've been doing Eric. Using and reusing sets to finally
get the set what I wanted in the first place.

Also very annoying is that you can't do multiple things with the selected
display layers, for example select all objects from my layers so I can
create my set..

I better stop now!

On 19 November 2014 15:45, Cristobal Infante  wrote:

> Hi Peter,
>
> Yea I know you can middle click and drop them in but that's a real pain
> specially if you need to have everything selected and visible in the
> outliner before you drag them.
>
> I was expecting "add Selected objects", the same way you do with layers.
> (or groups in xsi)
>
>
>
> On 19 November 2014 15:37, Luc-Eric Rousseau  wrote:
>
>> child selection highlight is a related topic , but it isn't pink.  so
>> it can't be what peter is seeing.
>>
>> I'm puzzled, I don't know how to show "affected highlighting", and is
>> that the pink highlight? How do you do it?  Can you dropbox a
>> screenshot Peter?
>>
>
>


Re: more maya......

2014-11-19 Thread Cristobal Infante
Hi Peter,

Yea I know you can middle click and drop them in but that's a real pain
specially if you need to have everything selected and visible in the
outliner before you drag them.

I was expecting "add Selected objects", the same way you do with layers.
(or groups in xsi)



On 19 November 2014 15:37, Luc-Eric Rousseau  wrote:

> child selection highlight is a related topic , but it isn't pink.  so
> it can't be what peter is seeing.
>
> I'm puzzled, I don't know how to show "affected highlighting", and is
> that the pink highlight? How do you do it?  Can you dropbox a
> screenshot Peter?
>


Re: more maya......

2014-11-19 Thread Eric Turman
Not painful at all ;) All you have to do is select everything in the set
except for what you want to remove and create a new set, delete the old
one, and rename your new set to the old name. What could be simpler? :P

On Wed, Nov 19, 2014 at 9:33 AM, Peter Agg  wrote:

> You can middle click drag them in. It's getting them out again that's
> painful. :)
>
>

-- 




-=T=-


Re: more maya......

2014-11-19 Thread Luc-Eric Rousseau
child selection highlight is a related topic , but it isn't pink.  so
it can't be what peter is seeing.

I'm puzzled, I don't know how to show "affected highlighting", and is
that the pink highlight? How do you do it?  Can you dropbox a
screenshot Peter?


Re: more maya......

2014-11-19 Thread Peter Agg
You can middle click drag them in. It's getting them out again that's
painful. :)

On 19 November 2014 15:31, Cristobal Infante  wrote:

> I turned that highlight off as well, I couldn't deal with all the colors.
>
> One thing that is baffling me are sets, can't find a way of adding members
> to an existing set.. Is this even possible?
>
>
>
> On 19 November 2014 15:27, Andrew Nicholas  wrote:
>
>> Yeah, I can imagine ;)
>>
>>
>> On 19 Nov 2014, at 15:21, Peter Agg  wrote:
>>
>> Good point Andrew - I'm sure there's a logic in keeping the highlighting
>> on. But when you have something like a rig or muscle system to pick things
>> from having a haze of locators and curves all turn the same colour isn't
>> helpful at all.
>>
>> No doubt I'll discover a way this will bite me later, but it's very
>> helpful at the moment.
>>
>> On 19 November 2014 15:13, Andrew Nicholas  wrote:
>>
>>> In my rather limited experience of Maya, I’ve found it’s far better to
>>> leave the highlighting on. So that if you want to apply a material to an
>>> object, you can be sure you’re applying it to the shape node, rather than
>>> it’s transform (and thereby causing all children to inherit the same
>>> material).
>>>
>>>
>>>
>>> On 19 Nov 2014, at 15:04, Peter Agg  wrote:
>>>
>>> *Did you try Preferences \ Display \ Affected highlighting ?*
>>>
>>>
>>> Martin wins himself a virtual beer! That does the job, combined with the
>>> option that Eric shows above: Now when I select something only the thing I
>>> clicked on changes colour.
>>>
>>> One more small step. :)
>>>
>>>
>>> On 19 November 2014 14:54, Eric Thivierge 
>>> wrote:
>>>
  That what you're looking for?

 

 On 11/19/2014 9:27 AM, Peter Agg wrote:

 Yeah, that was a surprisingly helpful vid. Unfortunately though that
 option won't stop everything else turning pink, which is the bit that makes
 life painful for me.

 I guess I was hoping that's an option to toggle off the 'Active
 Affected' highlighting. Doesn't seem like that's the case though so I might
 just do a hotkey that toggles selection highlighting.



>>>
>>>
>>
>>
>


Re: more maya......

2014-11-19 Thread Cristobal Infante
I turned that highlight off as well, I couldn't deal with all the colors.

One thing that is baffling me are sets, can't find a way of adding members
to an existing set.. Is this even possible?



On 19 November 2014 15:27, Andrew Nicholas  wrote:

> Yeah, I can imagine ;)
>
>
> On 19 Nov 2014, at 15:21, Peter Agg  wrote:
>
> Good point Andrew - I'm sure there's a logic in keeping the highlighting
> on. But when you have something like a rig or muscle system to pick things
> from having a haze of locators and curves all turn the same colour isn't
> helpful at all.
>
> No doubt I'll discover a way this will bite me later, but it's very
> helpful at the moment.
>
> On 19 November 2014 15:13, Andrew Nicholas  wrote:
>
>> In my rather limited experience of Maya, I’ve found it’s far better to
>> leave the highlighting on. So that if you want to apply a material to an
>> object, you can be sure you’re applying it to the shape node, rather than
>> it’s transform (and thereby causing all children to inherit the same
>> material).
>>
>>
>>
>> On 19 Nov 2014, at 15:04, Peter Agg  wrote:
>>
>> *Did you try Preferences \ Display \ Affected highlighting ?*
>>
>>
>> Martin wins himself a virtual beer! That does the job, combined with the
>> option that Eric shows above: Now when I select something only the thing I
>> clicked on changes colour.
>>
>> One more small step. :)
>>
>>
>> On 19 November 2014 14:54, Eric Thivierge  wrote:
>>
>>>  That what you're looking for?
>>>
>>> 
>>>
>>> On 11/19/2014 9:27 AM, Peter Agg wrote:
>>>
>>> Yeah, that was a surprisingly helpful vid. Unfortunately though that
>>> option won't stop everything else turning pink, which is the bit that makes
>>> life painful for me.
>>>
>>> I guess I was hoping that's an option to toggle off the 'Active
>>> Affected' highlighting. Doesn't seem like that's the case though so I might
>>> just do a hotkey that toggles selection highlighting.
>>>
>>>
>>>
>>
>>
>
>


Re: more maya......

2014-11-19 Thread Andrew Nicholas
Yeah, I can imagine ;)


> On 19 Nov 2014, at 15:21, Peter Agg  wrote:
> 
> Good point Andrew - I'm sure there's a logic in keeping the highlighting on. 
> But when you have something like a rig or muscle system to pick things from 
> having a haze of locators and curves all turn the same colour isn't helpful 
> at all. 
> 
> No doubt I'll discover a way this will bite me later, but it's very helpful 
> at the moment.
> 
> On 19 November 2014 15:13, Andrew Nicholas  > wrote:
> In my rather limited experience of Maya, I’ve found it’s far better to leave 
> the highlighting on. So that if you want to apply a material to an object, 
> you can be sure you’re applying it to the shape node, rather than it’s 
> transform (and thereby causing all children to inherit the same material).
> 
> 
> 
>> On 19 Nov 2014, at 15:04, Peter Agg > > wrote:
>> 
>> Did you try Preferences \ Display \ Affected highlighting ?
>> 
>> Martin wins himself a virtual beer! That does the job, combined with the 
>> option that Eric shows above: Now when I select something only the thing I 
>> clicked on changes colour. 
>> 
>> One more small step. :)
>> 
>> 
>> On 19 November 2014 14:54, Eric Thivierge > > wrote:
>> That what you're looking for?
>> 
>> 
>> 
>> On 11/19/2014 9:27 AM, Peter Agg wrote:
>>> Yeah, that was a surprisingly helpful vid. Unfortunately though that option 
>>> won't stop everything else turning pink, which is the bit that makes life 
>>> painful for me. 
>>> 
>>> I guess I was hoping that's an option to toggle off the 'Active Affected' 
>>> highlighting. Doesn't seem like that's the case though so I might just do a 
>>> hotkey that toggles selection highlighting.
>> 
>> 
> 
> 



Re: more maya......

2014-11-19 Thread Peter Agg
Good point Andrew - I'm sure there's a logic in keeping the highlighting
on. But when you have something like a rig or muscle system to pick things
from having a haze of locators and curves all turn the same colour isn't
helpful at all.

No doubt I'll discover a way this will bite me later, but it's very helpful
at the moment.

On 19 November 2014 15:13, Andrew Nicholas  wrote:

> In my rather limited experience of Maya, I’ve found it’s far better to
> leave the highlighting on. So that if you want to apply a material to an
> object, you can be sure you’re applying it to the shape node, rather than
> it’s transform (and thereby causing all children to inherit the same
> material).
>
>
>
> On 19 Nov 2014, at 15:04, Peter Agg  wrote:
>
> *Did you try Preferences \ Display \ Affected highlighting ?*
>
>
> Martin wins himself a virtual beer! That does the job, combined with the
> option that Eric shows above: Now when I select something only the thing I
> clicked on changes colour.
>
> One more small step. :)
>
>
> On 19 November 2014 14:54, Eric Thivierge  wrote:
>
>>  That what you're looking for?
>>
>> 
>>
>> On 11/19/2014 9:27 AM, Peter Agg wrote:
>>
>> Yeah, that was a surprisingly helpful vid. Unfortunately though that
>> option won't stop everything else turning pink, which is the bit that makes
>> life painful for me.
>>
>> I guess I was hoping that's an option to toggle off the 'Active Affected'
>> highlighting. Doesn't seem like that's the case though so I might just do a
>> hotkey that toggles selection highlighting.
>>
>>
>>
>
>


Re: more maya......

2014-11-19 Thread Martin Yara
btw, when you select an object, by default it will highlight the entire
hierarchy as you already know. Now, if you press the down arrow after that,
you'll highlight only the parent object. Well, in fact you are selecting
the parent shape node, not the transform node. But visually it does the job
if that's what you're looking for.

The selection child highlighting option is a 2014 new option afaik.

Martin


On Thu, Nov 20, 2014 at 12:04 AM, Peter Agg 
wrote:

> *Did you try Preferences \ Display \ Affected highlighting ?*
>
>
> Martin wins himself a virtual beer! That does the job, combined with the
> option that Eric shows above: Now when I select something only the thing I
> clicked on changes colour.
>
> One more small step. :)
>
>
>


Re: more maya......

2014-11-19 Thread Andrew Nicholas
In my rather limited experience of Maya, I’ve found it’s far better to leave 
the highlighting on. So that if you want to apply a material to an object, you 
can be sure you’re applying it to the shape node, rather than it’s transform 
(and thereby causing all children to inherit the same material).



> On 19 Nov 2014, at 15:04, Peter Agg  wrote:
> 
> Did you try Preferences \ Display \ Affected highlighting ?
> 
> Martin wins himself a virtual beer! That does the job, combined with the 
> option that Eric shows above: Now when I select something only the thing I 
> clicked on changes colour. 
> 
> One more small step. :)
> 
> 
> On 19 November 2014 14:54, Eric Thivierge  > wrote:
> That what you're looking for?
> 
> 
> 
> On 11/19/2014 9:27 AM, Peter Agg wrote:
>> Yeah, that was a surprisingly helpful vid. Unfortunately though that option 
>> won't stop everything else turning pink, which is the bit that makes life 
>> painful for me. 
>> 
>> I guess I was hoping that's an option to toggle off the 'Active Affected' 
>> highlighting. Doesn't seem like that's the case though so I might just do a 
>> hotkey that toggles selection highlighting.
> 
> 



Re: more maya......

2014-11-19 Thread Peter Agg
>
> *Did you try Preferences \ Display \ Affected highlighting ?*


Martin wins himself a virtual beer! That does the job, combined with the
option that Eric shows above: Now when I select something only the thing I
clicked on changes colour.

One more small step. :)


On 19 November 2014 14:54, Eric Thivierge  wrote:

>  That what you're looking for?
>
>
>
> On 11/19/2014 9:27 AM, Peter Agg wrote:
>
> Yeah, that was a surprisingly helpful vid. Unfortunately though that
> option won't stop everything else turning pink, which is the bit that makes
> life painful for me.
>
> I guess I was hoping that's an option to toggle off the 'Active Affected'
> highlighting. Doesn't seem like that's the case though so I might just do a
> hotkey that toggles selection highlighting.
>
>
>


Re: more maya......

2014-11-19 Thread Eric Thivierge

That what you're looking for?



On 11/19/2014 9:27 AM, Peter Agg wrote:
Yeah, that was a surprisingly helpful vid. Unfortunately though that 
option won't stop everything else turning pink, which is the bit that 
makes life painful for me.


I guess I was hoping that's an option to toggle off the 'Active 
Affected' highlighting. Doesn't seem like that's the case though so I 
might just do a hotkey that toggles selection highlighting.




Re: more maya......

2014-11-19 Thread Martin Yara
Did you try Preferences \ Display \ Affected highlighting ?

select -hi is not select branch, it is Select Hierarchy, an option that you
can access through the Edit Menu, or Right Click and one of the options in
the lower menu. It's not that difficult. You can also assign the command
"SelectHierarchy" to a key, a custom marking menu or a button in your shelf.

We all know that Maya isn't the most friendly 3d software but don't
exaggerate, you don't need to know scripting at all to select a hierarchy.
You just need to know how to use Maya interface.

Select Hierarchy would be like select branch and then select child nodes in
Softimage. There is nothing like Select branch in Maya.

Martin


Re: more maya......

2014-11-19 Thread Peter Agg
Yeah, that was a surprisingly helpful vid. Unfortunately though that option
won't stop everything else turning pink, which is the bit that makes life
painful for me.

I guess I was hoping that's an option to toggle off the 'Active Affected'
highlighting. Doesn't seem like that's the case though so I might just do a
hotkey that toggles selection highlighting.

On 19 November 2014 14:16, Eric Thivierge  wrote:

> There is a check box in the prefs to not highlight children. Unfortunately
> there is no way to branch select in Maya. You should check out the learning
> channel for the Softimage > Maya transition vids. They had a decent one
> about the differences in selection between the two apps. I found it pretty
> helpful and it had one or two little things I didn't realize were in there.
> Nothing ground breaking but helpful.
>
> Eric T.
>
> On Wednesday, November 19, 2014 7:06:35 AM, Peter Agg wrote:
>
>> Okay, another one of these little things that confuse me! Does anyone
>> know if there's a way to get Maya to use a Softimage-style selection
>> highlighting? I can only find a way to make it do that weird thing
>> where half of the screen turns pink/bright green or turn it off so I
>> have no selection feedback whatsoever (which is preferable, but not
>> ideal).
>>
>> Just want to make sure I'm not missing a small check-box somewhere.
>>
>> On 5 November 2014 21:14, Jill Ramsay (Contractor)
>> mailto:jill.ram...@autodesk.com>> wrote:
>>
>> Yes, I agree it's confusing and should be revisited.  Glad you
>> like the default scene thing, though!
>>
>> Humanize Maya is an ongoing initiative that will not be completed
>> in a single release, but you can expect to reap the first round of
>> benefits from it in the next major release, assuming all goes as
>> planned.
>>
>> Regards,
>> Jill
>>
>>
>> From: softimage-boun...@listproc.autodesk.com
>> <mailto:softimage-boun...@listproc.autodesk.com>
>> [mailto:softimage-boun...@listproc.autodesk.com
>> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of
>> Andi Farhall
>> Sent: November-05-14 6:34 AM
>> To: softimage@listproc.autodesk.com
>> <mailto:softimage@listproc.autodesk.com>
>> Subject: RE: more maya..
>>
>> Hi Jill,
>>
>> Sofimage has one preference page to set fps, the only time I've
>> ever had a problem is when a scene with an incorrect frame rate
>> gets merged in. No need for two completely disconnected preference
>> locations to do it. This is an example of why maya needs rethinking.
>>
>> Clearly what Ben described is the answer to the specific issue
>> (thanks Ben) but would you agree that this messy and disconnected
>> approach to UI is something that really should have been addressed
>> in the market leader?
>>
>> When will the meat of the humanize maya project be available to see?
>>
>>
>> cheers,
>>
>> Andi
>>
>> P.s I quite like the default scene setting in Maya. I made a
>> button in soft to do the same thing so Maya is one click ahead as
>> far as that's concerned ;-)
>>
>>
>>
>>
>>
>>
>


Re: more maya......

2014-11-19 Thread Mirko Jankovic
yea well you can select child / branch in maya.. select parent and then..
imagine that. script.. type *select -hi* in command line if I remember
corectly, and was ti ctrl+enter or?

welcome to maya worlds, where script is worth a thousand clicks :)

On Wed, Nov 19, 2014 at 3:16 PM, Eric Thivierge 
wrote:

> There is a check box in the prefs to not highlight children. Unfortunately
> there is no way to branch select in Maya. You should check out the learning
> channel for the Softimage > Maya transition vids. They had a decent one
> about the differences in selection between the two apps. I found it pretty
> helpful and it had one or two little things I didn't realize were in there.
> Nothing ground breaking but helpful.
>
> Eric T.
>
> On Wednesday, November 19, 2014 7:06:35 AM, Peter Agg wrote:
>
>> Okay, another one of these little things that confuse me! Does anyone
>> know if there's a way to get Maya to use a Softimage-style selection
>> highlighting? I can only find a way to make it do that weird thing
>> where half of the screen turns pink/bright green or turn it off so I
>> have no selection feedback whatsoever (which is preferable, but not
>> ideal).
>>
>> Just want to make sure I'm not missing a small check-box somewhere.
>>
>> On 5 November 2014 21:14, Jill Ramsay (Contractor)
>> mailto:jill.ram...@autodesk.com>> wrote:
>>
>> Yes, I agree it's confusing and should be revisited.  Glad you
>> like the default scene thing, though!
>>
>> Humanize Maya is an ongoing initiative that will not be completed
>> in a single release, but you can expect to reap the first round of
>> benefits from it in the next major release, assuming all goes as
>> planned.
>>
>> Regards,
>> Jill
>>
>>
>> From: softimage-boun...@listproc.autodesk.com
>> <mailto:softimage-boun...@listproc.autodesk.com>
>> [mailto:softimage-boun...@listproc.autodesk.com
>>     <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of
>> Andi Farhall
>> Sent: November-05-14 6:34 AM
>> To: softimage@listproc.autodesk.com
>> <mailto:softimage@listproc.autodesk.com>
>> Subject: RE: more maya..
>>
>> Hi Jill,
>>
>> Sofimage has one preference page to set fps, the only time I've
>> ever had a problem is when a scene with an incorrect frame rate
>> gets merged in. No need for two completely disconnected preference
>> locations to do it. This is an example of why maya needs rethinking.
>>
>> Clearly what Ben described is the answer to the specific issue
>> (thanks Ben) but would you agree that this messy and disconnected
>> approach to UI is something that really should have been addressed
>> in the market leader?
>>
>> When will the meat of the humanize maya project be available to see?
>>
>>
>> cheers,
>>
>> Andi
>>
>> P.s I quite like the default scene setting in Maya. I made a
>> button in soft to do the same thing so Maya is one click ahead as
>> far as that's concerned ;-)
>>
>>
>>
>>
>>
>>
>


Re: more maya......

2014-11-19 Thread Eric Thivierge
There is a check box in the prefs to not highlight children. 
Unfortunately there is no way to branch select in Maya. You should 
check out the learning channel for the Softimage > Maya transition 
vids. They had a decent one about the differences in selection between 
the two apps. I found it pretty helpful and it had one or two little 
things I didn't realize were in there. Nothing ground breaking but 
helpful.


Eric T.

On Wednesday, November 19, 2014 7:06:35 AM, Peter Agg wrote:

Okay, another one of these little things that confuse me! Does anyone
know if there's a way to get Maya to use a Softimage-style selection
highlighting? I can only find a way to make it do that weird thing
where half of the screen turns pink/bright green or turn it off so I
have no selection feedback whatsoever (which is preferable, but not
ideal).

Just want to make sure I'm not missing a small check-box somewhere.

On 5 November 2014 21:14, Jill Ramsay (Contractor)
mailto:jill.ram...@autodesk.com>> wrote:

Yes, I agree it's confusing and should be revisited.  Glad you
like the default scene thing, though!

Humanize Maya is an ongoing initiative that will not be completed
in a single release, but you can expect to reap the first round of
benefits from it in the next major release, assuming all goes as
planned.

Regards,
Jill


From: softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of
Andi Farhall
Sent: November-05-14 6:34 AM
To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
Subject: RE: more maya..

Hi Jill,

Sofimage has one preference page to set fps, the only time I've
ever had a problem is when a scene with an incorrect frame rate
gets merged in. No need for two completely disconnected preference
locations to do it. This is an example of why maya needs rethinking.

Clearly what Ben described is the answer to the specific issue
(thanks Ben) but would you agree that this messy and disconnected
approach to UI is something that really should have been addressed
in the market leader?

When will the meat of the humanize maya project be available to see?


cheers,

Andi

P.s I quite like the default scene setting in Maya. I made a
button in soft to do the same thing so Maya is one click ahead as
far as that's concerned ;-)









Re: more maya......

2014-11-19 Thread Peter Agg
Okay, another one of these little things that confuse me! Does anyone know
if there's a way to get Maya to use a Softimage-style selection
highlighting? I can only find a way to make it do that weird thing where
half of the screen turns pink/bright green or turn it off so I have no
selection feedback whatsoever (which is preferable, but not ideal).

Just want to make sure I'm not missing a small check-box somewhere.

On 5 November 2014 21:14, Jill Ramsay (Contractor)  wrote:

> Yes, I agree it's confusing and should be revisited.  Glad you like the
> default scene thing, though!
>
> Humanize Maya is an ongoing initiative that will not be completed in a
> single release, but you can expect to reap the first round of benefits from
> it in the next major release, assuming all goes as planned.
>
> Regards,
> Jill
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
> Sent: November-05-14 6:34 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: more maya..
>
> Hi Jill,
>
> Sofimage has one preference page to set fps, the only time I've ever had a
> problem is when a scene with an incorrect frame rate gets merged in. No
> need for two completely disconnected preference locations to do it. This is
> an example of why maya needs rethinking.
>
> Clearly what Ben described is the answer to the specific issue (thanks
> Ben) but would you agree that this messy and disconnected  approach to UI
> is something that really should have been addressed in the market leader?
>
> When will the meat of the humanize maya project be available to see?
>
>
> cheers,
>
> Andi
>
> P.s I quite like the default scene setting in Maya. I made a button in
> soft to do the same thing so Maya is one click ahead as far as that's
> concerned ;-)
>
>
>
>
>


RE: more maya......

2014-11-05 Thread Jill Ramsay (Contractor)
Yes, I agree it's confusing and should be revisited.  Glad you like the default 
scene thing, though!

Humanize Maya is an ongoing initiative that will not be completed in a single 
release, but you can expect to reap the first round of benefits from it in the 
next major release, assuming all goes as planned.

Regards,
Jill


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: November-05-14 6:34 AM
To: softimage@listproc.autodesk.com
Subject: RE: more maya..

Hi Jill,

Sofimage has one preference page to set fps, the only time I've ever had a 
problem is when a scene with an incorrect frame rate gets merged in. No need 
for two completely disconnected preference locations to do it. This is an 
example of why maya needs rethinking.

Clearly what Ben described is the answer to the specific issue (thanks Ben) but 
would you agree that this messy and disconnected  approach to UI is something 
that really should have been addressed in the market leader?

When will the meat of the humanize maya project be available to see?


cheers,

Andi

P.s I quite like the default scene setting in Maya. I made a button in soft 
to do the same thing so Maya is one click ahead as far as that's concerned ;-)




<>

Re: more maya......

2014-11-05 Thread Luc-Eric Rousseau
Right; the unit settings are located with other general User
Preferences, but they actually are the settings for the current scene
only (as documented)
Definitely something to revisit in the future.

On Wed, Nov 5, 2014 at 6:34 AM, Andi Farhall  wrote:
> Hi Jill,
>
> Sofimage has one preference page to set fps, the only time I've ever had a
> problem is when a scene with an incorrect frame rate gets merged in. No need
> for two completely disconnected preference locations to do it. This is an
> example of why maya needs rethinking.
>
> Clearly what Ben described is the answer to the specific issue (thanks Ben)
> but would you agree that this messy and disconnected  approach to UI is
> something that really should have been addressed in the market leader?
>
> When will the meat of the humanize maya project be available to see?
>
>
> cheers,
>
> Andi
>
> P.s I quite like the default scene setting in Maya. I made a button in
> soft to do the same thing so Maya is one click ahead as far as that's
> concerned ;-)


RE: more maya......

2014-11-05 Thread Andi Farhall



Hi Jill,
Sofimage has one preference page to set fps, the only time I've ever had a 
problem is when a scene with an incorrect frame rate gets merged in. No need 
for two completely disconnected preference locations to do it. This is an 
example of why maya needs rethinking. 
Clearly what Ben described is the answer to the specific issue (thanks Ben) but 
would you agree that this messy and disconnected  approach to UI is something 
that really should have been addressed in the market leader? 
When will the meat of the humanize maya project be available to see? 

cheers,
Andi
P.s I quite like the default scene setting in Maya. I made a button in soft 
to do the same thing so Maya is one click ahead as far as that's concerned ;-)
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

From: jill.ram...@autodesk.com
To: softimage@listproc.autodesk.com
Subject: RE: more maya..
Date: Tue, 4 Nov 2014 20:01:38 +

So Ben is right. This separation of unit settings for the current scene and 
your own unit preferences was put in place to address an issue customers had 
where they’d load someone else’s scene and all of sudden find that their units, 
fps, etc. had all changed when they next created a new scene. For your new 
scene preferences, go to New Scene (option box) and set things the way you 
normally want them to be on creating a new scene. If you then do File -> Save 
Preferences, you’ll be OK even in the extremely unlikely event that you should 
crash before exiting.  Hope this helps,Jill From: 
softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Beckett
Sent: November-04-14 8:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: more maya.. Its a easy fix. go, file, new scene, click the 
little box set it once in there. Once you open one new scene from there all 
scenes will be it until you change it. If you crash before you close maya you 
will need to redo it. Ben On 4 November 2014 13:39, Sebastien Sterling 
 wrote:Chin up buddies, chin up. (cry) On 4 
November 2014 11:17, Gerbrand Nel  wrote:Yup.. been there.. 
still waiting for my composure though 
G
On 2014-11-04 12:47 PM, Andi Farhall wrote:maybe i just need to sit quietly 
here for a bit a regain my composure.   The first hour of my day taken up by 
figuring out why my fps resets itself every time I start a new scene. They 
should have called it "Caveat". as you were.

...http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21
  http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/ This email and any attachments to it may be 
confidential and are intended solely for the use of the individual to whom it 
is addressed. Any views or opinions expressed are solely those of the author 
and do not necessarily represent those of Hackney Effects Ltd.If you are not 
the intended recipient of this email, you must neither take any action based 
upon its contents, nor copy or show it to anyone.Please contact the sender if 
you believe you have received this email in 
error.   
  

RE: more maya......

2014-11-04 Thread Jill Ramsay (Contractor)
So Ben is right. This separation of unit settings for the current scene and 
your own unit preferences was put in place to address an issue customers had 
where they’d load someone else’s scene and all of sudden find that their units, 
fps, etc. had all changed when they next created a new scene. For your new 
scene preferences, go to New Scene (option box) and set things the way you 
normally want them to be on creating a new scene. If you then do File -> Save 
Preferences, you’ll be OK even in the extremely unlikely event that you should 
crash before exiting.

Hope this helps,
Jill

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Beckett
Sent: November-04-14 8:46 AM
To: softimage@listproc.autodesk.com
Subject: Re: more maya..

Its a easy fix. go, file, new scene, click the little box set it once in there.

Once you open one new scene from there all scenes will be it until you change 
it.

If you crash before you close maya you will need to redo it.

Ben

On 4 November 2014 13:39, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> wrote:
Chin up buddies, chin up. (cry)

On 4 November 2014 11:17, Gerbrand Nel 
mailto:nagv...@gmail.com>> wrote:
Yup.. been there.. still waiting for my composure though
G

On 2014-11-04 12:47 PM, Andi Farhall wrote:
maybe i just need to sit quietly here for a bit a regain my composure.

The first hour of my day taken up by figuring out why my fps resets itself 
every time I start a new scene. They should have called it "Caveat".

as you were.

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.




<>

RE: more maya......

2014-11-04 Thread Andi Farhall
"If you crash before you close maya you will need to redo it."
I want to see that tattooed on Carl Bass's forehead.

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

From: nebbeck...@gmail.com
Date: Tue, 4 Nov 2014 13:46:24 +0000
Subject: Re: more maya..
To: softimage@listproc.autodesk.com

Its a easy fix. go, file, new scene, click the little box set it once in there.
Once you open one new scene from there all scenes will be it until you change 
it.

If you crash before you close maya you will need to redo it.
Ben
On 4 November 2014 13:39, Sebastien Sterling  
wrote:
Chin up buddies, chin up. (cry)

On 4 November 2014 11:17, Gerbrand Nel  wrote:

  

  
  
Yup.. been there.. still waiting for my
  composure though 

  G

  On 2014-11-04 12:47 PM, Andi Farhall wrote:



  
  maybe i just need to sit quietly here for a bit a
regain my composure. 



The first hour of my day taken up by figuring out why my
  fps resets itself every time I start a new scene. They should
  have called it "Caveat".



as you were.

  

...

  http://www.hackneyeffects.com/
  https://vimeo.com/user4174293
  http://www.linkedin.com/pub/andi-farhall/b/496/b21
  




http://www.flickr.com/photos/lord_hackney/

  http://spylon.tumblr.com/




  This email and any attachments to it may be
  confidential and are intended solely for the use of
  the individual to whom it is addressed. Any views or
  opinions expressed are solely those of the author and
  do not necessarily represent those of Hackney Effects
  Ltd.
  If you are not the intended recipient of this
  email, you must neither take any action based upon its
  contents, nor copy or show it to anyone.
  Please contact the sender if you believe you
  have received this email in error.

  

  



  




  

Re: more maya......

2014-11-04 Thread Sebastien Sterling
Closing maya = waiting till it crashes, i know no other way :P (joke)

On 4 November 2014 13:46, Ben Beckett  wrote:

> Its a easy fix. go, file, new scene, click the little box set it once in
> there.
>
> Once you open one new scene from there all scenes will be it until you
> change it.
>
> If you crash before you close maya you will need to redo it.
>
> Ben
>
> On 4 November 2014 13:39, Sebastien Sterling  > wrote:
>
>> Chin up buddies, chin up. (cry)
>>
>> On 4 November 2014 11:17, Gerbrand Nel  wrote:
>>
>>>  Yup.. been there.. still waiting for my composure though
>>> G
>>>
>>> On 2014-11-04 12:47 PM, Andi Farhall wrote:
>>>
>>> maybe i just need to sit quietly here for a bit a regain my composure.
>>>
>>>  The first hour of my day taken up by figuring out why my fps resets
>>> itself every time I start a new scene. They should have called it "Caveat".
>>>
>>>  as you were.
>>>
>>>
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>>  http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>>  This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>>
>>>
>>>
>>
>


Re: more maya......

2014-11-04 Thread Ben Beckett
Its a easy fix. go, file, new scene, click the little box set it once in
there.

Once you open one new scene from there all scenes will be it until you
change it.

If you crash before you close maya you will need to redo it.

Ben

On 4 November 2014 13:39, Sebastien Sterling 
wrote:

> Chin up buddies, chin up. (cry)
>
> On 4 November 2014 11:17, Gerbrand Nel  wrote:
>
>>  Yup.. been there.. still waiting for my composure though
>> G
>>
>> On 2014-11-04 12:47 PM, Andi Farhall wrote:
>>
>> maybe i just need to sit quietly here for a bit a regain my composure.
>>
>>  The first hour of my day taken up by figuring out why my fps resets
>> itself every time I start a new scene. They should have called it "Caveat".
>>
>>  as you were.
>>
>>
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>>  http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>>  This email and any attachments to it may be confidential and are
>> intended solely for the use of the individual to whom it is addressed. Any
>> views or opinions expressed are solely those of the author and do not
>> necessarily represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>>
>>
>>
>


Re: more maya......

2014-11-04 Thread Sebastien Sterling
Chin up buddies, chin up. (cry)

On 4 November 2014 11:17, Gerbrand Nel  wrote:

>  Yup.. been there.. still waiting for my composure though
> G
>
> On 2014-11-04 12:47 PM, Andi Farhall wrote:
>
> maybe i just need to sit quietly here for a bit a regain my composure.
>
>  The first hour of my day taken up by figuring out why my fps resets
> itself every time I start a new scene. They should have called it "Caveat".
>
>  as you were.
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
>  http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
>  This email and any attachments to it may be confidential and are
> intended solely for the use of the individual to whom it is addressed. Any
> views or opinions expressed are solely those of the author and do not
> necessarily represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>
>
>


Re: more maya......

2014-11-04 Thread Gerbrand Nel

Yup.. been there.. still waiting for my composure though
G
On 2014-11-04 12:47 PM, Andi Farhall wrote:

maybe i just need to sit quietly here for a bit a regain my composure.

The first hour of my day taken up by figuring out why my fps resets 
itself every time I start a new scene. They should have called it 
"Caveat".


as you were.

...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/

This email and any attachments to it may be confidential and are 
intended solely for the use of the individual to whom it is addressed. 
Any views or opinions expressed are solely those of the author and do 
not necessarily represent those of Hackney Effects Ltd.


If you are not the intended recipient of this email, you must neither 
take any action based upon its contents, nor copy or show it to anyone.


Please contact the sender if you believe you have received this email 
in error.







Re: more maya......

2014-11-04 Thread patrick nethercoat
You shouldn't be messing with that. Your previs department should have set
it already.

On 4 November 2014 10:47, Andi Farhall  wrote:

> maybe i just need to sit quietly here for a bit a regain my composure.
>
> The first hour of my day taken up by figuring out why my fps resets itself
> every time I start a new scene. They should have called it "Caveat".
>
> as you were.
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
>



-- 
Brandt Animation
www.brandtanim.co.uk
020 7734 0196


RE: more maya......

2014-11-04 Thread gareth bell
there's probably a script for that.

From: hack...@outlook.com
To: softimage@listproc.autodesk.com
Subject: more maya..
Date: Tue, 4 Nov 2014 10:47:38 +




maybe i just need to sit quietly here for a bit a regain my composure. 
The first hour of my day taken up by figuring out why my fps resets itself 
every time I start a new scene. They should have called it "Caveat".
as you were.

...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in 
error.