Re: Maya feature request from Softimage users

2014-03-20 Thread Luc-Eric Rousseau
You'll need to use the copy that button
On Mar 20, 2014 4:56 PM, "John Richard Sanchez" 
wrote:

> Great. Thanks. Though when I turn of list I cant have more than one AE
> open. When I select another object and hit Cntrl A I don't get a new AE.
> Using 2014 SP2
>
>
> On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau wrote:
>
>> On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
>>  wrote:
>> > Not sure if this has been touched upon but I would love to lock the
>> property
>> > page um I mean attribute editor.  And I would love to have different
>> > attribute editors open for different objects.   But what would really be
>> > boss is if I could drag and drop animation from one objects channel to
>> > anothers the way we drag the green divot of one parameter to another
>> objects
>> > parameter in XSI.
>>
>> Hello,
>>
>> to lock the Attribute Editor ("AE") in Maya, turn off List->Autoload
>> Selected Attributes, or directly click "Copy Tab" at the bottom of the
>> AE to create a new locked floating window with that tab.
>>
>> You should be able to copy paste animation between parameters with the
>> context menu of a channel in the channel box
>>
>
>
>
> --
> www.johnrichardsanchez.com
>


Re: Maya feature request from Softimage users

2014-03-20 Thread Adam Sale
Lock attribute is two clicks. Small inefficiencies add up to wasted time.
The lock icon is one click.


On Thu, Mar 20, 2014 at 2:22 PM, Luc-Eric Rousseau wrote:

> You'll need to use the copy that button
> On Mar 20, 2014 4:56 PM, "John Richard Sanchez" 
> wrote:
>
>> Great. Thanks. Though when I turn of list I cant have more than one AE
>> open. When I select another object and hit Cntrl A I don't get a new AE.
>> Using 2014 SP2
>>
>>
>>  On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau 
>> wrote:
>>
>>> On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
>>>  wrote:
>>> > Not sure if this has been touched upon but I would love to lock the
>>> property
>>> > page um I mean attribute editor.  And I would love to have different
>>> > attribute editors open for different objects.   But what would really
>>> be
>>> > boss is if I could drag and drop animation from one objects channel to
>>> > anothers the way we drag the green divot of one parameter to another
>>> objects
>>> > parameter in XSI.
>>>
>>> Hello,
>>>
>>> to lock the Attribute Editor ("AE") in Maya, turn off List->Autoload
>>> Selected Attributes, or directly click "Copy Tab" at the bottom of the
>>> AE to create a new locked floating window with that tab.
>>>
>>> You should be able to copy paste animation between parameters with the
>>> context menu of a channel in the channel box
>>>
>>
>>
>>
>> --
>> www.johnrichardsanchez.com
>>
>


Re: Maya feature request from Softimage users

2014-03-20 Thread John Richard Sanchez
Great. Thanks. Though when I turn of list I cant have more than one AE
open. When I select another object and hit Cntrl A I don't get a new AE.
Using 2014 SP2


On Thu, Mar 20, 2014 at 2:47 PM, Luc-Eric Rousseau wrote:

> On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
>  wrote:
> > Not sure if this has been touched upon but I would love to lock the
> property
> > page um I mean attribute editor.  And I would love to have different
> > attribute editors open for different objects.   But what would really be
> > boss is if I could drag and drop animation from one objects channel to
> > anothers the way we drag the green divot of one parameter to another
> objects
> > parameter in XSI.
>
> Hello,
>
> to lock the Attribute Editor ("AE") in Maya, turn off List->Autoload
> Selected Attributes, or directly click "Copy Tab" at the bottom of the
> AE to create a new locked floating window with that tab.
>
> You should be able to copy paste animation between parameters with the
> context menu of a channel in the channel box
>



-- 
www.johnrichardsanchez.com


Re: Maya feature request from Softimage users

2014-03-20 Thread Luc-Eric Rousseau
On Thu, Mar 20, 2014 at 10:46 AM, John Richard Sanchez
 wrote:
> Not sure if this has been touched upon but I would love to lock the property
> page um I mean attribute editor.  And I would love to have different
> attribute editors open for different objects.   But what would really be
> boss is if I could drag and drop animation from one objects channel to
> anothers the way we drag the green divot of one parameter to another objects
> parameter in XSI.

Hello,

to lock the Attribute Editor ("AE") in Maya, turn off List->Autoload
Selected Attributes, or directly click "Copy Tab" at the bottom of the
AE to create a new locked floating window with that tab.

You should be able to copy paste animation between parameters with the
context menu of a channel in the channel box


Re: Maya feature request from Softimage users

2014-03-20 Thread John Richard Sanchez
Not sure if this has been touched upon but I would love to lock the
property page um I mean attribute editor.  And I would love to have
different attribute editors open for different objects.   But what would
really be boss is if I could drag and drop animation from one objects
channel to anothers the way we drag the green divot of one parameter to
another objects parameter in XSI.


On Sat, Mar 8, 2014 at 4:36 AM, Rob Wuijster  wrote:

>  those screenshots are making my eyes bleed ;-)
>
>
> Rob
>
> \/-\/\/
>
> On 7-3-2014 21:23, Halim Negadi wrote:
>
> As for shapes, I've never felt good with soft workflow. A few years ago we
> asked stargrav to develop us a soft version of BCS. It now works on both
> platforms and I can't live without it:
> http://www.stargrav.com/bcs.php
>
>
> On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> while a lot of those things can be worked around or simply written, the
>> lack of a property and parameter entity in Maya will have you up walls.
>> Attributes can only be owned by nodes, and the sort-of-quasi-workaround
>> of character set will cuase early baldness in any person trying to use it.
>>
>>  BTW, if you plan to use Maya go on the small annoying things site RIGHT
>> NOW and start up-voting the Softimage sensitive issues (proxy params is
>> there, as is the lack of some fundamental nodes etc.).
>>
>>
>> On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman  wrote:
>>
>>> **Workgroups *(Maya's  plugin manager..ugh what a mess)
>>> **GATOR *(I've had Maya users nearly go into a seizure of disbelief
>>> when I've shown them GATOR in the past)
>>> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
>>> able to partition operations for freezing etc.)
>>> **non-destructive adaption of modeling work through shapes weights etc.* 
>>> (when
>>> a client wans a changeman this has been a lifesaver in Soft all these
>>> years)
>>> **non-layer approach to dealing with hierarchical inheritance of
>>> visibility etc* (hide parent in Maya, the whole branch get
>>> hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not
>>> clean when temporarily hiding things while working)
>>> **Delta referencing with internal and external aspects *(the ability to
>>> spit aspects of internal and external referencing is amazingly powerful)
>>> **Constraint Comp *(Maya, why you hide your offset after initial
>>> constraint?!?!)
>>> **Neutral pose *(I know that I'm going to get some flak for this one
>>> and that buffer nulls...erm locators...work but Neutral pose when used
>>> correctly is wonderful)
>>> **Proxy Parameters* (so nice for the animators not to have to hunt and
>>> peck like on Maya rigs)
>>> **Pass & partition* (instead of the ridiculous render layers)
>>>
>>>  I know that I'm missing a bunch, but that's a quick fire off the
>>> top of my head. I am not looking forward to using it again. I spent 5 years
>>> trying to embrace it and it was like cuddling with a porcupine back in the
>>> stone ages. But I will have to deal with it once more.
>>>
>>>
>>>
>>> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:
>>>
 This is a possibility with Fabric Engine in the mix for super speed.
  Here's hoping.



 On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Why not to rename xsi.exe to maya.exe and change the starting screen?
> that could be very easy implemented, and voila! all softimage tools and ui
> in maya :)
>
>
>  2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
> raffsxsil...@googlemail.com>:
>
>  I think the core issue here isn't as much whether Maya can be
>> patched or not, it surely can, the core is still functional and 
>> respectably
>> open, if not without issues (and stability has been degrading compared to
>> the past IME).
>>
>>  The problem for a lot of people used to Soft is how much scavenging
>> and patching they will HAVE TO do before they are even remotely close to
>> having previous functionality.
>>
>>  For the small scale Maya user, so leave us engineers and big shops
>> out, having to scavenge for scripts and tools and hacking together 
>> horrible
>> copy'n'paste MEL macros is part of the day to day routine, even for 
>> things
>> such as opening more than one outliner. That's why it's perceived as
>> inferior by a lot of Soft users.
>> We can discuss potential all day, and there are certainly things I
>> can do in Maya that Soft will simply not allow me to do, but in terms of
>> OOTB experience it is pretty F'in disgraceful with all the missing bits.
>>
>>  Rabbit's Shapes plugin and ngSkinTools are bare minimum additions
>> to even be able to use it, along side a handful of shelves (Maya's layout
>> is another disgrace that requires a lot of old school hacking) t

Re: Maya feature request from Softimage users

2014-03-11 Thread Daniel Sweeney
Hi,

Don't think we will be transitioning to Maya, but just saw a pretty
impressive reel from a TD for maya, https://vimeo.com/88619343.

Looks far too technical for me, but don't know if he has open sourced his
tools that he shows in the video.

ta,


Re: Maya feature request from Softimage users

2014-03-10 Thread Morten Bartholdy
Hmm, must be a huge task...

Morten



Den 7. marts 2014 kl. 19:41 skrev Luc-Eric Rousseau :

> On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin 
wrote:
> > I would really like to hear Autodesk plan to incorporate some of those
> > features in Maya.
> > I'm guessing there not all super easy to merge, but some of them would
be
> > considered as amazing new feature by the Maya users.
>
> we have been furiously collecting feedback about what's missing in
> Maya from a Softimage point of view.
> Can't talk about the action plans, but we welcome the feedback, it is
> not futile.

Re: Maya feature request from Softimage users

2014-03-10 Thread Nicolas Esposito
I would love to see a kind of "Case study" similar to what Emilio Hernandez
did for the Dorrito technique, but applied to various areas, from
modeling/advanced modeling, material setup, UVs, simple rigging, rendering
and so on...
Lots of posts and articles I've found on Maya vs Softimage are mostly
related to just rigging, but it would be great to see some specific
comparison


2014-03-09 21:40 GMT+01:00 Mirko Jankovic :

> That too... especially for small shops and freelancers but honestly those
> cases will be holding Softimage for years to come. Really even with current
> version there is not much you can't do having in mind projects that small
> shops and solo freelancers usually get.
> It is hardly possible that they will need some super new fancy future tech
> to do daily bred making work. So they will stick to Softimage.
> Another thing that Ad probably hasn't even thought about is that a lot of
> those solo freelancers working from their room will just go:
> the hell and AD why should I pay them anything they already abandoned us
> completely..
> is it stealing to take from garbage?
> is it piracy to take program that is discontinued and not sold anymore?
> and then go get pirated version of Softimage and spend more on 3rd party
> guys, new render engine.. computers.. or for summer vacation :)
>
>
> On Sun, Mar 9, 2014 at 9:27 PM, Jason S  wrote:
>
>> Perhaps, but apart the transitional part, what has everyone worried, is
>> on the long term, even well after adoption, productivity would seemingly be
>> at around 50-75%.. & for the smaller places, more towards the 50%.
>>
>> On 03/09/14 15:57, Mirko Jankovic wrote:
>>
>>> Realistically... this puts all Softimage users to level of junior
>>> proficiency with Maya as it will be needed some time to get to same level
>>> of expertise.. not talking about
>>> small things like UI and basic stuff but to deeper knowledge of software
>>> and task solving skills with tools at hand.
>>>
>>>
>>
>


Re: Maya feature request from Softimage users

2014-03-09 Thread Mirko Jankovic
That too... especially for small shops and freelancers but honestly those
cases will be holding Softimage for years to come. Really even with current
version there is not much you can't do having in mind projects that small
shops and solo freelancers usually get.
It is hardly possible that they will need some super new fancy future tech
to do daily bred making work. So they will stick to Softimage.
Another thing that Ad probably hasn't even thought about is that a lot of
those solo freelancers working from their room will just go:
the hell and AD why should I pay them anything they already abandoned us
completely..
is it stealing to take from garbage?
is it piracy to take program that is discontinued and not sold anymore?
and then go get pirated version of Softimage and spend more on 3rd party
guys, new render engine.. computers.. or for summer vacation :)


On Sun, Mar 9, 2014 at 9:27 PM, Jason S  wrote:

> Perhaps, but apart the transitional part, what has everyone worried, is on
> the long term, even well after adoption, productivity would seemingly be at
> around 50-75%.. & for the smaller places, more towards the 50%.
>
> On 03/09/14 15:57, Mirko Jankovic wrote:
>
>> Realistically... this puts all Softimage users to level of junior
>> proficiency with Maya as it will be needed some time to get to same level
>> of expertise.. not talking about
>> small things like UI and basic stuff but to deeper knowledge of software
>> and task solving skills with tools at hand.
>>
>>
>


Re: Maya feature request from Softimage users

2014-03-09 Thread Jason S
Perhaps, but apart the transitional part, what has everyone worried, is 
on the long term, even well after adoption, productivity would seemingly 
be at around 50-75%.. & for the smaller places, more towards the 50%.


On 03/09/14 15:57, Mirko Jankovic wrote:
Realistically... this puts all Softimage users to level of junior 
proficiency with Maya as it will be needed some time to get to same 
level of expertise.. not talking about
small things like UI and basic stuff but to deeper knowledge of 
software and task solving skills with tools at hand.






Re: Maya feature request from Softimage users

2014-03-09 Thread Mirko Jankovic
Realistically... this puts all Softimage users to level of junior
proficiency with Maya as it will be needed some time to get to same level
of expertise.. not talking about
small things like UI and basic stuff but to deeper knowledge of software
and task solving skills with tools at hand.


Re: Maya feature request from Softimage users

2014-03-09 Thread Jordi Bares
The problem I see is not only is not better, it will take so long to get to 
where we are already with Softimage that it is preposterous they insist in 
putting make up on the pig.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 22:29, Emilio Hernandez  wrote:

> Yes we need something better.  And Maya is not better.
> 
> ---
> Emilio Hernández   VFX & 3D animation.
> 



Re: Maya feature request from Softimage users

2014-03-09 Thread peter_b
would it be silly to add that those passes everyone is raving about were there 
from XSI v1.0 way back in 2000, and have remained mostly untouched ever since?
those who say: oh but software X (or M) has passes too? often think of AOVs 
which are XSI’s render channels.
So if you will, XSI’s passes/channels system is multidimensional .


From: Greg Punchatz 
Sent: Saturday, March 08, 2014 11:02 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Maya feature request from Softimage users

Not even close that's all pre canned stuff from what I have seen... nothing 
like the power of passes in xsi.. I can override ANYTHING in soft... a material 
to an objects position in space.. I have had overides that change characters 
into entire new ones with out referring to a single new piece of geo... I 
simply have the pass drive shapes and map choices...the list goes on.. and on 
and on



<>

Re: Maya feature request from Softimage users

2014-03-09 Thread Rob Wuijster
Seriously, this whole renderlayer/passes/attrubition map/override thing 
in Maya is enough to kill yourself.


Slowly, with a blunt knife...

Rob

\/-\/\/

On 8-3-2014 22:20, Cristobal Infante wrote:
Also render passes do exist they are just a bit different (though I've 
never worked with them)


http://lesterbanks.com/2014/02/working-maya-render-layers-render-passes/






On 8 March 2014 21:17, Greg Punchatz > wrote:


"And, one of most important thing is, there is no *Subdivision*
modeling in Maya. There used to be, but it's gone. They normally
use *Smooth* to render... how ridiculous software is that..."

I have heard some crap about maya that blows my mind but I am
pretty sure you are missing something.. otherwise there would be
Maya users jumping off bridges everywherethey already cant
edit in multi mode "why would I do that?? I would just write a
script to do it" said the maya user...sigh"




No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2014.0.4335 / Virus Database: 3722/7170 - Release Date: 03/09/14





Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
You manually update them by hitting sort or sort all. Also have a check
function that checks to see if anything is unsorted and report what.

This workflow only works because passes and partitions are so solid and
useful, not to mention groups. Maya has no foundation to build this sort of
thing on, only sets which are near useless.
 On Mar 8, 2014 5:39 PM, "Andy Goehler" 
wrote:

> Sounds great. How does the "Sort Controller" update the pass? By callback
> upon switching to that pass or manually?
>
> Andy
>
> On Mar 08, 2014, at 23:35, Jonah Friedman  wrote:
>
> We have a rule based way of sorting partitions called the "Sort
> Controller", originally conceived by Andy Jones. It's been extremely
> powerful.
>
> You write your passes in a simple markup language in a PPG on the pass,
> like this. Copy pasting from a real production scene I have open right now-
>
> Background_Objects_Partition = *
> characters = sg_character
> set = sg_set
> lighting_geo = sg_lighting_geo
>
> l: Background_Lights_Partition = *
> l: env = sg_lEnv
> l: key = sg_lKey
> l: rim = sg_lRim
>
>
> What that does is puts objects in a group called "sg_character" into a
> partition called "characters". So each pass has a sort controller on it,
> and the scene can stay sorted by managing the sort groups, called SG by
> convention.
>
> It's been extremely good to us. Other than that, passes and partitions do
> their work exactly the way soft is supposed to, except that the partitions
> are sorted by the Sort Controller.
>
> Even our least technical lighters got used to it no problem, and it's
> universally loved.
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Cristobal Infante
I made a script which I should really share called "assign partition" which
works exactly like "Assign material".

New object in the scene that need partitioning, just selecting any object
that's already in the correct partition.


On 8 March 2014 22:30, Andy Goehler  wrote:

> Thank you for saying that Eric. While Softs Passes/Partitions are still
> great and better than others out there, I feel the same way. Having to add
> yet another object to a partition in x amount of passes is something I've
> become to hate. Referencing of partitions/groups in passes would help,
> expression/rule based assignment, or yet a node based approach to passes.
> Wait what? :-)
>
> Andy
>
>
>
> On Mar 08, 2014, at 23:21, Eric Thivierge  wrote:
>
> I think we all need to be honest, there were concepts that were great
> about passes / partitions but there were some things that needed fixing
> (still do). We need something that isn't exactly like the pass / partition
> system. We need something better.
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Mirko Jankovic
Looks like MRay burried its hands deep in all programs and don;t wanna let
go... honestly... it would be waaay better fif they would arive wihtouth
any render engine at all, ofc cut base price of 3d software as well and
then you have bduget to choose render engine. Or even better
Buy app this or that and pick render engine to choose
app - $ xxx
render engine 1 - $xx

render engine n -$xx

and voala.
those who don;t even need render engine at all can get it for better
price...

but then they wanna sell it more expensive so you WILL pay for MRay even if
you are nevver gonna use it :)


On Sun, Mar 9, 2014 at 12:13 AM, Andy Jones  wrote:

> We should really just release ours.  We'd just have to get it cleared with
> our CTO.  But since I built the original version back in the mid 2000s when
> I was at PLF, it's probably something we can make happen pretty easily. I
> think we'll also likely want it out there as reference material for a
> Fabric based scene assembler.
>
> We also have an event-based script property thing we made recently, which
> people might find cool.  Not earthshattering, but kinda fun, and would let
> you do the sorting automatically if you want.
>
> Re: contribution maps, let's keep in mind that the special sauce that
> makes that work in Maya is also a big reason Mental Ray became unusable in
> Maya. They put so much garbage in the MR version of the Maya shading engine
> that scenes would sometimes render faster in Soft by an order of magnitude.
>  I spent some time at one point trying to get rid of it, but it was so
> complicated I eventually realized that even if I found a solution there was
> no way I could enforce it.  I even looked into stripping it via a geometry
> shader at one point.  I think they designed contribution maps without
> raytracing in mind or something.  It's not just contribution maps, but the
> whole "magic maya BS" that they tried to cram in there.  MayaGlow and
> whatnot.
>
> Also, as mentioned, they're not the same thing as partitions anyway.
>
> I could say people should save some time and not bother learning Maya, but
> the truth is, it's really valuable for learning what not to do in 3D
> software.  Kind of like how it's important to study history so as not to
> repeat it.
>
>
> On Saturday, March 8, 2014, Andy Goehler 
> wrote:
>
>> On Mar 08, 2014, at 23:47, Jonah Friedman  wrote:
>>
>>  You manually update them by hitting sort or sort all. Also have a check
>> function that checks to see if anything is unsorted and report what.
>>
>> Sounds like something I'll start implementing on Monday.
>>
>> Thanks for the inspiration.
>>
>> Andy
>>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Jones
We should really just release ours.  We'd just have to get it cleared with
our CTO.  But since I built the original version back in the mid 2000s when
I was at PLF, it's probably something we can make happen pretty easily. I
think we'll also likely want it out there as reference material for a
Fabric based scene assembler.

We also have an event-based script property thing we made recently, which
people might find cool.  Not earthshattering, but kinda fun, and would let
you do the sorting automatically if you want.

Re: contribution maps, let's keep in mind that the special sauce that makes
that work in Maya is also a big reason Mental Ray became unusable in Maya.
They put so much garbage in the MR version of the Maya shading engine that
scenes would sometimes render faster in Soft by an order of magnitude.  I
spent some time at one point trying to get rid of it, but it was so
complicated I eventually realized that even if I found a solution there was
no way I could enforce it.  I even looked into stripping it via a geometry
shader at one point.  I think they designed contribution maps without
raytracing in mind or something.  It's not just contribution maps, but the
whole "magic maya BS" that they tried to cram in there.  MayaGlow and
whatnot.

Also, as mentioned, they're not the same thing as partitions anyway.

I could say people should save some time and not bother learning Maya, but
the truth is, it's really valuable for learning what not to do in 3D
software.  Kind of like how it's important to study history so as not to
repeat it.

On Saturday, March 8, 2014, Andy Goehler 
wrote:

> On Mar 08, 2014, at 23:47, Jonah Friedman 
> >
> wrote:
>
> You manually update them by hitting sort or sort all. Also have a check
> function that checks to see if anything is unsorted and report what.
>
> Sounds like something I'll start implementing on Monday.
>
> Thanks for the inspiration.
>
> Andy
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Daniel Kim
And another ridiculous thing is, Maya added 'Modeling Took Kit'.
It is like a simplified way to model, but it's working like a module. If
someone else have done modeling in Maya, it is too slow process. There are
no simple and easy ways to change manipulate to local, global, normal mode
like SI. Maya 2014 has it now, but it's added as a module...
That's sick. It's containing like a plugin... I see Maya looks like somehow
3DMax...


---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 11:51 AM, Daniel Kim  wrote:

> Maya has pass render and partition of course, but because of its complex
> system, it's kinda useless. It's not easy like Softimage. And you guys will
> find that announcement of Subdivision is not on menu anymore on Maya 2014.
> So, basically, you have to use that 15 years old method 'Smooth' when you
> render like subdivision.
>
>
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>
>
>
> On Sun, Mar 9, 2014 at 11:47 AM, Jonah Friedman  wrote:
>
>> You manually update them by hitting sort or sort all. Also have a check
>> function that checks to see if anything is unsorted and report what.
>>
>> This workflow only works because passes and partitions are so solid and
>> useful, not to mention groups. Maya has no foundation to build this sort of
>> thing on, only sets which are near useless.
>>  On Mar 8, 2014 5:39 PM, "Andy Goehler" 
>> wrote:
>>
>>> Sounds great. How does the "Sort Controller" update the pass? By
>>> callback upon switching to that pass or manually?
>>>
>>> Andy
>>>
>>> On Mar 08, 2014, at 23:35, Jonah Friedman  wrote:
>>>
>>> We have a rule based way of sorting partitions called the "Sort
>>> Controller", originally conceived by Andy Jones. It's been extremely
>>> powerful.
>>>
>>> You write your passes in a simple markup language in a PPG on the pass,
>>> like this. Copy pasting from a real production scene I have open right now-
>>>
>>> Background_Objects_Partition = *
>>> characters = sg_character
>>> set = sg_set
>>> lighting_geo = sg_lighting_geo
>>>
>>> l: Background_Lights_Partition = *
>>> l: env = sg_lEnv
>>> l: key = sg_lKey
>>> l: rim = sg_lRim
>>>
>>>
>>> What that does is puts objects in a group called "sg_character" into a
>>> partition called "characters". So each pass has a sort controller on it,
>>> and the scene can stay sorted by managing the sort groups, called SG by
>>> convention.
>>>
>>> It's been extremely good to us. Other than that, passes and partitions
>>> do their work exactly the way soft is supposed to, except that the
>>> partitions are sorted by the Sort Controller.
>>>
>>> Even our least technical lighters got used to it no problem, and it's
>>> universally loved.
>>>
>>>
>>>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
Oh no, I would never accuse you being stark raving mad, sorry it came off
that way.

I was more concerned the Maya people reading this thread would read your
post like that. :)


On Sat, Mar 8, 2014 at 6:03 PM, Eric Thivierge  wrote:

>
> On Sat, Mar 8, 2014 at 5:29 PM, Jonah Friedman  wrote:
>
>> Agreed, but that better thing is not what we find in Maya render layers.
>> Render layers are clearly worse. I have no faith in AD's judgement about
>> what is better though.
>
>
> I hope you didn't take it as me being pro-maya render layers. They suck,
> no way around it.
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Raffaele Fragapane
What? Eric, don't lie to people!
We had to listen to you saying how you wished Soft's passes were more like
Maya Render Layers for all your time here in AL, to the point our ears were
bleeding!


On Sun, Mar 9, 2014 at 10:03 AM, Eric Thivierge wrote:

>
> On Sat, Mar 8, 2014 at 5:29 PM, Jonah Friedman  wrote:
>
>> Agreed, but that better thing is not what we find in Maya render layers.
>> Render layers are clearly worse. I have no faith in AD's judgement about
>> what is better though.
>
>
> I hope you didn't take it as me being pro-maya render layers. They suck,
> no way around it.
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>



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


Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
Agreed, but that better thing is not what we find in Maya render layers.
Render layers are clearly worse. I have no faith in AD's judgement about
what is better though.


On Sat, Mar 8, 2014 at 5:21 PM, Eric Thivierge  wrote:

>
> On Sat, Mar 8, 2014 at 5:12 PM, Andy Goehler  > wrote:
>
>> I can't count the many many times overrides have cost me overtime and
>> rerendering because of not working properly.
>
>
> I think we all need to be honest, there were concepts that were great
> about passes / partitions but there were some things that needed fixing
> (still do). We need something that isn't exactly like the pass / partition
> system. We need something better.
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Eric Thivierge
On Sat, Mar 8, 2014 at 5:12 PM, Andy Goehler
wrote:

> I can't count the many many times overrides have cost me overtime and
> rerendering because of not working properly.


I think we all need to be honest, there were concepts that were great about
passes / partitions but there were some things that needed fixing (still
do). We need something that isn't exactly like the pass / partition system.
We need something better.


Eric Thivierge
http://www.ethivierge.com


Re: Maya feature request from Softimage users

2014-03-08 Thread Eric Thivierge
On Sat, Mar 8, 2014 at 5:29 PM, Jonah Friedman  wrote:

> Agreed, but that better thing is not what we find in Maya render layers.
> Render layers are clearly worse. I have no faith in AD's judgement about
> what is better though.


I hope you didn't take it as me being pro-maya render layers. They suck, no
way around it.


Eric Thivierge
http://www.ethivierge.com


Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Goehler
On Mar 08, 2014, at 23:47, Jonah Friedman  wrote:
> You manually update them by hitting sort or sort all. Also have a check 
> function that checks to see if anything is unsorted and report what.
> 
Sounds like something I’ll start implementing on Monday.

Thanks for the inspiration.

Andy

Re: Maya feature request from Softimage users

2014-03-08 Thread Daniel Kim
Maya has pass render and partition of course, but because of its complex
system, it's kinda useless. It's not easy like Softimage. And you guys will
find that announcement of Subdivision is not on menu anymore on Maya 2014.
So, basically, you have to use that 15 years old method 'Smooth' when you
render like subdivision.


---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 11:47 AM, Jonah Friedman  wrote:

> You manually update them by hitting sort or sort all. Also have a check
> function that checks to see if anything is unsorted and report what.
>
> This workflow only works because passes and partitions are so solid and
> useful, not to mention groups. Maya has no foundation to build this sort of
> thing on, only sets which are near useless.
>  On Mar 8, 2014 5:39 PM, "Andy Goehler" 
> wrote:
>
>> Sounds great. How does the "Sort Controller" update the pass? By callback
>> upon switching to that pass or manually?
>>
>> Andy
>>
>> On Mar 08, 2014, at 23:35, Jonah Friedman  wrote:
>>
>> We have a rule based way of sorting partitions called the "Sort
>> Controller", originally conceived by Andy Jones. It's been extremely
>> powerful.
>>
>> You write your passes in a simple markup language in a PPG on the pass,
>> like this. Copy pasting from a real production scene I have open right now-
>>
>> Background_Objects_Partition = *
>> characters = sg_character
>> set = sg_set
>> lighting_geo = sg_lighting_geo
>>
>> l: Background_Lights_Partition = *
>> l: env = sg_lEnv
>> l: key = sg_lKey
>> l: rim = sg_lRim
>>
>>
>> What that does is puts objects in a group called "sg_character" into a
>> partition called "characters". So each pass has a sort controller on it,
>> and the scene can stay sorted by managing the sort groups, called SG by
>> convention.
>>
>> It's been extremely good to us. Other than that, passes and partitions do
>> their work exactly the way soft is supposed to, except that the partitions
>> are sorted by the Sort Controller.
>>
>> Even our least technical lighters got used to it no problem, and it's
>> universally loved.
>>
>>
>>


Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Goehler
That reminds me, I’ve written a script with that exact same functionality. Most 
have got lost somewhere.

On Mar 08, 2014, at 23:35, Cristobal Infante  wrote:

> I made a script which I should really share called "assign partition" which 
> works exactly like "Assign material".



Re: Maya feature request from Softimage users

2014-03-08 Thread Emilio Hernandez
Yes we need something better.  And Maya is not better.

---
Emilio Hernández   VFX & 3D animation.


Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Goehler
Sounds great. How does the “Sort Controller” update the pass? By callback upon 
switching to that pass or manually?

Andy

On Mar 08, 2014, at 23:35, Jonah Friedman  wrote:

> We have a rule based way of sorting partitions called the "Sort Controller", 
> originally conceived by Andy Jones. It's been extremely powerful.
> 
> You write your passes in a simple markup language in a PPG on the pass, like 
> this. Copy pasting from a real production scene I have open right now-
> 
> Background_Objects_Partition = *
> characters = sg_character
> set = sg_set
> lighting_geo = sg_lighting_geo
> 
> l: Background_Lights_Partition = *
> l: env = sg_lEnv
> l: key = sg_lKey
> l: rim = sg_lRim
> 
> 
> What that does is puts objects in a group called "sg_character" into a 
> partition called "characters". So each pass has a sort controller on it, and 
> the scene can stay sorted by managing the sort groups, called SG by 
> convention. 
> 
> It's been extremely good to us. Other than that, passes and partitions do 
> their work exactly the way soft is supposed to, except that the partitions 
> are sorted by the Sort Controller. 
> 
> Even our least technical lighters got used to it no problem, and it's 
> universally loved. 



Re: Maya feature request from Softimage users

2014-03-08 Thread Jonah Friedman
We have a rule based way of sorting partitions called the "Sort
Controller", originally conceived by Andy Jones. It's been extremely
powerful.

You write your passes in a simple markup language in a PPG on the pass,
like this. Copy pasting from a real production scene I have open right now-

Background_Objects_Partition = *
characters = sg_character
set = sg_set
lighting_geo = sg_lighting_geo

l: Background_Lights_Partition = *
l: env = sg_lEnv
l: key = sg_lKey
l: rim = sg_lRim


What that does is puts objects in a group called "sg_character" into a
partition called "characters". So each pass has a sort controller on it,
and the scene can stay sorted by managing the sort groups, called SG by
convention.

It's been extremely good to us. Other than that, passes and partitions do
their work exactly the way soft is supposed to, except that the partitions
are sorted by the Sort Controller.

Even our least technical lighters got used to it no problem, and it's
universally loved.




On Sat, Mar 8, 2014 at 5:30 PM, Andy Goehler
wrote:

> Thank you for saying that Eric. While Softs Passes/Partitions are still
> great and better than others out there, I feel the same way. Having to add
> yet another object to a partition in x amount of passes is something I've
> become to hate. Referencing of partitions/groups in passes would help,
> expression/rule based assignment, or yet a node based approach to passes.
> Wait what? :-)
>
> Andy
>
>
>
> On Mar 08, 2014, at 23:21, Eric Thivierge  wrote:
>
> I think we all need to be honest, there were concepts that were great
> about passes / partitions but there were some things that needed fixing
> (still do). We need something that isn't exactly like the pass / partition
> system. We need something better.
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Emilio Hernandez
We need a better Softimaya or what ever you want to call it.  But
definitively not Maya.

---
Emilio Hernández   VFX & 3D animation.


2014-03-08 16:30 GMT-06:00 Andy Goehler :

> Thank you for saying that Eric. While Softs Passes/Partitions are still
> great and better than others out there, I feel the same way. Having to add
> yet another object to a partition in x amount of passes is something I've
> become to hate. Referencing of partitions/groups in passes would help,
> expression/rule based assignment, or yet a node based approach to passes.
> Wait what? :-)
>
> Andy
>
>
>
> On Mar 08, 2014, at 23:21, Eric Thivierge  wrote:
>
> I think we all need to be honest, there were concepts that were great
> about passes / partitions but there were some things that needed fixing
> (still do). We need something that isn't exactly like the pass / partition
> system. We need something better.
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Goehler
Thank you for saying that Eric. While Softs Passes/Partitions are still great 
and better than others out there, I feel the same way. Having to add yet 
another object to a partition in x amount of passes is something I’ve become to 
hate. Referencing of partitions/groups in passes would help, expression/rule 
based assignment, or yet a node based approach to passes. Wait what? :-)

Andy


On Mar 08, 2014, at 23:21, Eric Thivierge  wrote:

> I think we all need to be honest, there were concepts that were great about 
> passes / partitions but there were some things that needed fixing (still do). 
> We need something that isn't exactly like the pass / partition system. We 
> need something better.



Re: Maya feature request from Softimage users

2014-03-08 Thread Tim Crowson

Not if you can script, I'm told.
-Tim

On 3/8/2014 4:20 PM, Cristobal Infante wrote:

are trimmed emails a Maya problem as well? ;)


On 8 March 2014 22:14, Tim Crowson > wrote:


See the problem with trimmed emails is that you can't really tell
what someone is responding to.  I'm definitely in favor of at
least quoting the statements to which you're responding.

:-D




On 3/8/2014 4:02 PM, Greg Punchatz wrote:

Not even close that's all pre canned stuff from what I have
seen... nothing like the power of passes in xsi.. I can override
ANYTHING in soft... a material to an objects position in space..
I have had overides that change characters into entire new ones
with out referring to a single new piece of geo... I simply have
the pass drive shapes and map choices...the list goes on.. and on
and on




-- 






--
Signature




Re: Maya feature request from Softimage users

2014-03-08 Thread Cristobal Infante
are trimmed emails a Maya problem as well? ;)


On 8 March 2014 22:14, Tim Crowson  wrote:

>  See the problem with trimmed emails is that you can't really tell what
> someone is responding to.  I'm definitely in favor of at least quoting the
> statements to which you're responding.
>
> :-D
>
>
>
>
> On 3/8/2014 4:02 PM, Greg Punchatz wrote:
>
> Not even close that's all pre canned stuff from what I have seen...
> nothing like the power of passes in xsi.. I can override ANYTHING in
> soft... a material to an objects position in space.. I have had overides
> that change characters into entire new ones with out referring to a single
> new piece of geo... I simply have the pass drive shapes and map
> choices...the list goes on.. and on and on
>
>
>
> --
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Tim Crowson
See the problem with trimmed emails is that you can't really tell what 
someone is responding to.  I'm definitely in favor of at least quoting 
the statements to which you're responding.


:-D



On 3/8/2014 4:02 PM, Greg Punchatz wrote:
Not even close that's all pre canned stuff from what I have 
seen... nothing like the power of passes in xsi.. I can override 
ANYTHING in soft... a material to an objects position in space.. I 
have had overides that change characters into entire new ones with out 
referring to a single new piece of geo... I simply have the pass drive 
shapes and map choices...the list goes on.. and on and on





--
Signature




Re: Maya feature request from Softimage users

2014-03-08 Thread Andy Goehler
I can’t count the many many times overrides have cost me overtime and 
rerendering because of not working properly.

Andy

On Mar 08, 2014, at 23:02, Greg Punchatz  wrote:

> I can override ANYTHING in soft... a material to an objects position in 
> space..



Re: Maya feature request from Softimage users

2014-03-08 Thread Cristobal Infante
shit


On 8 March 2014 22:02, Greg Punchatz  wrote:

> Not even close that's all pre canned stuff from what I have seen...
> nothing like the power of passes in xsi.. I can override ANYTHING in
> soft... a material to an objects position in space.. I have had overides
> that change characters into entire new ones with out referring to a single
> new piece of geo... I simply have the pass drive shapes and map
> choices...the list goes on.. and on and on
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Greg Punchatz
Not even close that's all pre canned stuff from what I have seen...
nothing like the power of passes in xsi.. I can override ANYTHING in
soft... a material to an objects position in space.. I have had overides
that change characters into entire new ones with out referring to a single
new piece of geo... I simply have the pass drive shapes and map
choices...the list goes on.. and on and on


Re: Maya feature request from Softimage users

2014-03-08 Thread Ahmidou Lyazidi
A good friend of mine is working at Mac Guff on Maya (despicable me), he
was a very good xsi guy, a talented modeler, a little bit technical, and
extremly organised.
He's been on Maya since 3 years now and is supervising the modeling team.
I also worked on Maya for a few years, and still do it times to time. I
even was the CG sup for an animated movie all done in Maya, but I'm trying
to stay on Softimage as much as I can.
All I can say is we both strongly agree that working with Maya is huge PITA
when you're used to the smooth Softimage workflow, and it is definitly
right to say that it's taking 1.5 to 2 more time to do the same task in
Maya than in Soft.
The VFX industry is not an easy one for both big and small studios.
I can't imagine how hard it's going to be for Softimage places and
specially the small one to do the transition...
Le 8 mars 2014 22:30, "Eric Thivierge"  a écrit :


On Sat, Mar 8, 2014 at 4:28 PM, Ahmidou Lyazidi wrote:

> You can't compare maya and soft reder pass system, maya's one don't have
> the partitions and override propagation system, which make almost useless.


Exactly correct. Maya doesn't really look like a solution for lighting /
rendering unless they scrap their system and implement something more
modern.



Eric Thivierge
http://www.ethivierge.com


Re: Maya feature request from Softimage users

2014-03-08 Thread Jason S

Lol *:* )

On 03/08/14 16:17, Greg Punchatz wrote:
I have heard some crap about maya that blows my mind but I am 
pretty sure you are missing something.. otherwise there would be Maya 
users jumping off bridges everywhere




Re: Maya feature request from Softimage users

2014-03-08 Thread Jason S

Has native (and ~2x faster) sub-d's

On 03/08/14 16:41, Luc-Eric Rousseau wrote:

On Sat, Mar 8, 2014 at 4:11 PM, Daniel Kim  wrote:
   

Too much things Maya is missing actually.

GATOR, ICE, Gear, Unfold, Pass render and so many.
And, one of most important thing is, there is no Subdivision modeling in
Maya. There used to be, but it's gone. They normally use Smooth to render...
how ridiculous software is that...
 

It's Maya's "hierarchical" subdivision surfaces that's been removed,
and Softimage does not have that either.
   




Re: Maya feature request from Softimage users

2014-03-08 Thread Cristobal Infante
Sorry for my complete ignorance in regards to Maya, but arent contributions
the same as partitions?

http://www.youtube.com/watch?v=MBc88MdDaQA#t=354




On 8 March 2014 21:41, Luc-Eric Rousseau  wrote:

> On Sat, Mar 8, 2014 at 4:11 PM, Daniel Kim  wrote:
> > Too much things Maya is missing actually.
> >
> > GATOR, ICE, Gear, Unfold, Pass render and so many.
> > And, one of most important thing is, there is no Subdivision modeling in
> > Maya. There used to be, but it's gone. They normally use Smooth to
> render...
> > how ridiculous software is that...
>
> It's Maya's "hierarchical" subdivision surfaces that's been removed,
> and Softimage does not have that either.
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Greg Punchatz
It really is the dark ages... I have thought for some time AD should have
used just the pass system alone as a reason for big studios to adopt
soft...The only thing close is Katana but thats a whole different can
of worms... it would be so much easier to market soft as the scene
assembler of the lot to the big boys... FX and Rendering in Soft is so far
ahead of anything in the AD toolbox as of this point, but I bet the person
who makes the decisions at AD does not comprehend how much better.

The problem is there is not anyone who understands that there was/is a way
out of this mess just a tad of vision and action is all it takes.

AD has some of the best tech in the world,but  they are like Xerox , they
don't see the potential in gui interfaces and mice.

"you give them eyes, yet they can not see"


Re: Maya feature request from Softimage users

2014-03-08 Thread Luc-Eric Rousseau
On Sat, Mar 8, 2014 at 4:11 PM, Daniel Kim  wrote:
> Too much things Maya is missing actually.
>
> GATOR, ICE, Gear, Unfold, Pass render and so many.
> And, one of most important thing is, there is no Subdivision modeling in
> Maya. There used to be, but it's gone. They normally use Smooth to render...
> how ridiculous software is that...

It's Maya's "hierarchical" subdivision surfaces that's been removed,
and Softimage does not have that either.


Re: Maya feature request from Softimage users

2014-03-08 Thread Ahmidou Lyazidi
For now it's just an opengl shader plugin for realtime viewing. If your
renderer is also suporting it, then it's just interpreted like that.
Le 8 mars 2014 22:27, "Eric Thivierge"  a écrit :

> How does the OpenSubDiv fit in there then?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Sat, Mar 8, 2014 at 4:24 PM, David Gallagher <
> davegsoftimagel...@gmail.com> wrote:
>
>>
>> Sadly true. And it causes endless problems with clusters and materials.
>>
>> However, if you use other renderers (not Maya renderer) you don't have to
>> subdivide polys/smooth though. You just use the smooth "preview" (3 button)
>> for viewport purposes.
>>
>> There are so many things that are absurdly substandard  compared with
>> Softimage.
>>
>> Their subD modeling was bizarre. You had to convert the object to it.
>> Then if you wanted to change topology, you had to convert back. It was
>> crazy, so no one really used it (They did a few times at Blue Sky) . So it
>> sounds like they dropped it.
>>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Ahmidou Lyazidi
Also modeling in subd mode is prone to crashing a lot.
Le 8 mars 2014 22:25, "David Gallagher"  a
écrit :

>
> Sadly true. And it causes endless problems with clusters and materials.
>
> However, if you use other renderers (not Maya renderer) you don't have to
> subdivide polys/smooth though. You just use the smooth "preview" (3 button)
> for viewport purposes.
>
> There are so many things that are absurdly substandard  compared with
> Softimage.
>
> Their subD modeling was bizarre. You had to convert the object to it. Then
> if you wanted to change topology, you had to convert back. It was crazy, so
> no one really used it (They did a few times at Blue Sky) . So it sounds
> like they dropped it.
>
> On 3/8/2014 2:17 PM, Greg Punchatz wrote:
>
>  "And, one of most important thing is, there is no *Subdivision* modeling
> in Maya. There used to be, but it's gone. They normally use *Smooth* to
> render... how ridiculous software is that..."
>
>  I have heard some crap about maya that blows my mind but I am pretty
> sure you are missing something.. otherwise there would be Maya users
> jumping off bridges everywherethey already cant edit in multi mode "why
> would I do that?? I would just write a script to do it" said the maya
> user...sigh"
>
>
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Eric Thivierge
On Sat, Mar 8, 2014 at 4:28 PM, Ahmidou Lyazidi wrote:

> You can't compare maya and soft reder pass system, maya's one don't have
> the partitions and override propagation system, which make almost useless.


Exactly correct. Maya doesn't really look like a solution for lighting /
rendering unless they scrap their system and implement something more
modern.


Eric Thivierge
http://www.ethivierge.com


Re: Maya feature request from Softimage users

2014-03-08 Thread Ahmidou Lyazidi
You can't compare maya and soft reder pass system, maya's one don't have
the partitions and override propagation system, which make almost useless.
Le 8 mars 2014 22:20, "Cristobal Infante"  a écrit :

> Also render passes do exist they are just a bit different (though I've
> never worked with them)
>
> http://lesterbanks.com/2014/02/working-maya-render-layers-render-passes/
>
>
>
>
>
>
> On 8 March 2014 21:17, Greg Punchatz  wrote:
>
>> "And, one of most important thing is, there is no *Subdivision* modeling
>> in Maya. There used to be, but it's gone. They normally use *Smooth* to
>> render... how ridiculous software is that..."
>>
>> I have heard some crap about maya that blows my mind but I am pretty
>> sure you are missing something.. otherwise there would be Maya users
>> jumping off bridges everywherethey already cant edit in multi mode "why
>> would I do that?? I would just write a script to do it" said the maya
>> user...sigh"
>>
>>
>>
>>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Eric Thivierge
How does the OpenSubDiv fit in there then?


Eric Thivierge
http://www.ethivierge.com


On Sat, Mar 8, 2014 at 4:24 PM, David Gallagher <
davegsoftimagel...@gmail.com> wrote:

>
> Sadly true. And it causes endless problems with clusters and materials.
>
> However, if you use other renderers (not Maya renderer) you don't have to
> subdivide polys/smooth though. You just use the smooth "preview" (3 button)
> for viewport purposes.
>
> There are so many things that are absurdly substandard  compared with
> Softimage.
>
> Their subD modeling was bizarre. You had to convert the object to it. Then
> if you wanted to change topology, you had to convert back. It was crazy, so
> no one really used it (They did a few times at Blue Sky) . So it sounds
> like they dropped it.
>


Re: Maya feature request from Softimage users

2014-03-08 Thread David Gallagher


Sadly true. And it causes endless problems with clusters and materials.

However, if you use other renderers (not Maya renderer) you don't have 
to subdivide polys/smooth though. You just use the smooth "preview" (3 
button) for viewport purposes.


There are so many things that are absurdly substandard  compared with 
Softimage.


Their subD modeling was bizarre. You had to convert the object to it. 
Then if you wanted to change topology, you had to convert back. It was 
crazy, so no one really used it (They did a few times at Blue Sky) . So 
it sounds like they dropped it.


On 3/8/2014 2:17 PM, Greg Punchatz wrote:
"And, one of most important thing is, there is no *Subdivision* 
modeling in Maya. There used to be, but it's gone. They normally use 
*Smooth* to render... how ridiculous software is that..."


I have heard some crap about maya that blows my mind but I am 
pretty sure you are missing something.. otherwise there would be Maya 
users jumping off bridges everywherethey already cant edit in 
multi mode "why would I do that?? I would just write a script to do 
it" said the maya user...sigh"








Re: Maya feature request from Softimage users

2014-03-08 Thread Cristobal Infante
Also render passes do exist they are just a bit different (though I've
never worked with them)

http://lesterbanks.com/2014/02/working-maya-render-layers-render-passes/






On 8 March 2014 21:17, Greg Punchatz  wrote:

> "And, one of most important thing is, there is no *Subdivision* modeling
> in Maya. There used to be, but it's gone. They normally use *Smooth* to
> render... how ridiculous software is that..."
>
> I have heard some crap about maya that blows my mind but I am pretty
> sure you are missing something.. otherwise there would be Maya users
> jumping off bridges everywherethey already cant edit in multi mode "why
> would I do that?? I would just write a script to do it" said the maya
> user...sigh"
>
>
>
>


Re: Maya feature request from Softimage users

2014-03-08 Thread Greg Punchatz
"And, one of most important thing is, there is no *Subdivision* modeling in
Maya. There used to be, but it's gone. They normally use *Smooth* to
render... how ridiculous software is that..."

I have heard some crap about maya that blows my mind but I am pretty
sure you are missing something.. otherwise there would be Maya users
jumping off bridges everywherethey already cant edit in multi mode "why
would I do that?? I would just write a script to do it" said the maya
user...sigh"


Re: Maya feature request from Softimage users

2014-03-08 Thread Daniel Kim
Too much things Maya is missing actually.

*GATOR, ICE, Gear, Unfold, Pass render* and so many.
And, one of most important thing is, there is no *Subdivision* modeling in
Maya. There used to be, but it's gone. They normally use *Smooth* to
render... how ridiculous software is that...


---
Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 1:58 AM, Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk> wrote:

>
> I hear there is little or no implementation of a non-linear workflow in
> Maya - particularly in Animation and rigging. Trax editor is poorly
> implemented, and making changes to rig and envelope is problematic. I hear
> adding additional deformers to an envelope means you are required to
> re-weight the entire character - is that true? How does Maya deal with
> production based changes to assets mid flow? Important, as students tend to
> make a number of mistakes whilst learning - the freedom that Softimage and
> Houdini affords students is fantastic from an educators perspective.
>
> No Gator - transferring envelope Weight, weight maps, shapes and UV's from
> lores to Hires  meshes - is this possible in Maya?
>
> Cheers
>
> Sofronis Efstathiou
>
> Postgraduate Framework Leader and BFX Competition and Festival Director
> Computer Animation Academic Group
> National Centre for Computer Animation
>
> Email: sefstath...@bournemouth.ac.uk<mailto: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
>
> [cid:2B0EDAED-9913-41E3-A368-B68A42C12FB1]<http://ncca.bournemouth.ac.uk/>
>  [cid:1824EE91-6B3B-4E3C-8317-08F02CB7EE56] <http://www.bfxfestival.com/>
>
>
> [cid:B348D44D-AA6E-47AC-9041-848D9C191EBD]
>
> Awarded for world-class computer animation teaching
> with wide scientific and creative applications
>
>
> From: Nicolas Esposito <3dv...@gmail.com<mailto:3dv...@gmail.com>>
> Reply-To: Autodesk softimage  softimage@listproc.autodesk.com>>
> Date: Saturday, 8 March 2014 12:48
> To: Autodesk softimage  softimage@listproc.autodesk.com>>
> Subject: Re: Maya feature request from Softimage users
>
>
> I would go the opposite direction:
> Get Softimage core,reskin everything so it'll look like Maya,with UI
> improvement,add Maya best tools and you're done
>
> Il 07/mar/2014 19:29 "Siew Yi Liang"  soni...@gmail.com>> ha scritto:
> Hello Jeremie!
>
> Missing GATOR and ICE the most, and clusters riding with the mesh by
> default, and the procedural workflow throughout. :D Also having a proper
> shapes manager, although there is one little script by Daniel S. Lima which
> mimics XSI's shape manager and is really nice to work with for getting pose
> space deformation in Maya working.
>
> Also there is no in-built way in Maya to handle PSD unless you write your
> own angle/cone reader...really silly oversight I feel. Even if it is
> possible to build my own with nodes. (And nodes in Maya really need the
> equivalent of the Compounds in ICE...)
>
> Off-topic though, sorry: a little while ago I think I remember you
> mentioning that at Blur you were working on something more powerful than
> GEAR and were planning to release it eventually? Are those plans canned
> now? :X
>
> (BTW are you going to do any more cmivfx tutorials? :D )
>
> Yours sincerely,
> Siew Yi Liang
>
> On 3/7/2014 10:22 AM, Emilio Hernandez wrote:
> Ability to drag and drop objects in the outliner under other objects like
> the explorer.
> Ability to have non transformation groups
>
> Pfff I am working in Maya right now, as I am required to do so, the list
> is so long as I continue to do stuff.
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 12:18 GMT-06:00 Jason S  jasonsta...@gmail.com>>:
> Problem-solving  without  problem-solving-code-departments
>
> On 03/07/14 13:15, Emilio Hernandez wrote:
> +1
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 12:14 GMT-06:00 Rob Chapman  tekano@gmail.com>>:
>
> No icons..?  :D
>
> On 7 Mar 2014 18:10, "Emilio Hernandez"  emi...@e-roja.com>> wrote:
> Independency of child parameters from parent objects.  LIke for example if
> you 

Re: Maya feature request from Softimage users

2014-03-08 Thread Nicolas Esposito
I would go the opposite direction:
Get Softimage core,reskin everything so it'll look like Maya,with UI
improvement,add Maya best tools and you're done
Il 07/mar/2014 19:29 "Siew Yi Liang"  ha scritto:

 Hello Jeremie!

Missing GATOR and ICE the most, and clusters riding with the mesh by
default, and the procedural workflow throughout. :D Also having a proper
shapes manager, although there is one little script by Daniel S. Lima which
mimics XSI's shape manager and is really nice to work with for getting pose
space deformation in Maya working.

Also there is no in-built way in Maya to handle PSD unless you write your
own angle/cone reader...really silly oversight I feel. Even if it is
possible to build my own with nodes. (And nodes in Maya really need the
equivalent of the Compounds in ICE...)

Off-topic though, sorry: a little while ago I think I remember you
mentioning that at Blur you were working on something more powerful than
GEAR and were planning to release it eventually? Are those plans canned
now? :X

(BTW are you going to do any more cmivfx tutorials? :D )

Yours sincerely,
Siew Yi Liang

On 3/7/2014 10:22 AM, Emilio Hernandez wrote:

 Ability to drag and drop objects in the outliner under other objects like
the explorer.
 Ability to have non transformation groups

 Pfff I am working in Maya right now, as I am required to do so, the list
is so long as I continue to do stuff.

 ---
Emilio Hernández   VFX & 3D animation.


2014-03-07 12:18 GMT-06:00 Jason S :

>  Problem-solving  without  problem-solving-code-departments
>
> On 03/07/14 13:15, Emilio Hernandez wrote:
>
> +1
>
>  ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 12:14 GMT-06:00 Rob Chapman :
>
>> No icons..?  :D
>>  On 7 Mar 2014 18:10, "Emilio Hernandez"  wrote:
>>
>>> Independency of child parameters from parent objects.  LIke for example
>>> if you want to hide the parent and leave the child visible, and not spread
>>> all of this throught the hierarchy.
>>>
>>>  ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 12:05 GMT-06:00 Emilio Hernandez :
>>>
>>>> Ability to change the same parameters in a multi selection objects
>>>>
>>>>  ---
>>>> Emilio Hernández   VFX & 3D animation.
>>>>
>>>>
>>>>  2014-03-07 12:03 GMT-06:00 Adam Sale :
>>>>
>>>>  Gator
>>>>> Decent set of shatter and sim tools ala implosia and momentum
>>>>> Face robot type functionality
>>>>>   On Mar 7, 2014 10:00 AM, "Emilio Hernandez" 
>>>>> wrote:
>>>>>
>>>>>> Oh I thought it was mentioned "officialy" by Autodesk.  If that was
>>>>>> the case probably will be the opposite.  But if it is a rumor then it 
>>>>>> might
>>>>>> be there  We just need like 6 years so it will become true.
>>>>>>
>>>>>>  ---
>>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>>
>>>>>>
>>>>>> 2014-03-07 11:54 GMT-06:00 Nic Sievers :
>>>>>>
>>>>>>>  nope, I haven't used it.   I should have specifically said its a
>>>>>>> rumor, instead of I believe.
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet <
>>>>>>> christopher.crou...@gmail.com> wrote:
>>>>>>>
>>>>>>>> And I believe you're breaking the NDA here?
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> On 7 March 2014 12:47, Nic Sievers  wrote:
>>>>>>>>
>>>>>>>>>  I believe Maya 2015 adds a new unfold3D tool...
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena <
>>>>>>>>> lito...@hotmail.com> wrote:
>>>>>>>>>
>>>>>>>>>>  uv unfold please!!
>>>>>>>>>>
>>>>>>>>>>  ...really dont like maya uv's tools!
>>>>>>>>>>
>>

Re: Maya feature request from Softimage users

2014-03-08 Thread Rob Wuijster

those screenshots are making my eyes bleed ;-)


Rob

\/-\/\/

On 7-3-2014 21:23, Halim Negadi wrote:
As for shapes, I've never felt good with soft workflow. A few years 
ago we asked stargrav to develop us a soft version of BCS. It now 
works on both platforms and I can't live without it:

http://www.stargrav.com/bcs.php


On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:


while a lot of those things can be worked around or simply
written, the lack of a property and parameter entity in Maya will
have you up walls.
Attributes can only be owned by nodes, and the
sort-of-quasi-workaround of character set will cuase early
baldness in any person trying to use it.

BTW, if you plan to use Maya go on the small annoying things site
RIGHT NOW and start up-voting the Softimage sensitive issues
(proxy params is there, as is the lack of some fundamental nodes
etc.).


On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman mailto:i.anima...@gmail.com>> wrote:

**Workgroups *(Maya's  plugin manager..ugh what a mess)
**GATOR *(I've had Maya users nearly go into a seizure of
disbelief when I've shown them GATOR in the past)
**Stacks: Model, Shape, Animate, Secondary shape etc *(so
useful to be able to partition operations for freezing etc.)
**non-destructive adaption of modeling work through shapes
weights etc.* (when a client wans a changeman this has
been a lifesaver in Soft all these years)
**non-layer approach to dealing with hierarchical inheritance
of visibility etc* (hide parent in Maya, the whole branch get
hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know
layers...not clean when temporarily hiding things while working)
**Delta referencing with internal and external aspects *(the
ability to spit aspects of internal and external referencing
is amazingly powerful)
**Constraint Comp *(Maya, why you hide your offset after
initial constraint?!?!)
**Neutral pose *(I know that I'm going to get some flak for
this one and that buffer nulls...erm locators...work but
Neutral pose when used correctly is wonderful)
**Proxy Parameters* (so nice for the animators not to have to
hunt and peck like on Maya rigs)
**Pass & partition* (instead of the ridiculous render layers)

I know that I'm missing a bunch, but that's a quick fire
off the top of my head. I am not looking forward to using it
again. I spent 5 years trying to embrace it and it was like
cuddling with a porcupine back in the stone ages. But I will
have to deal with it once more.



On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu
mailto:ntmon...@gmail.com>> wrote:

This is a possibility with Fabric Engine in the mix for
super speed.  Here's hoping.



On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado
mailto:malcriad...@gmail.com>> wrote:

Why not to rename xsi.exe to maya.exe and change the
starting screen? that could be very easy implemented,
and voila! all softimage tools and ui in maya :)


2014-03-07 16:50 GMT-03:00 Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>>:

I think the core issue here isn't as much whether
Maya can be patched or not, it surely can, the
core is still functional and respectably open, if
not without issues (and stability has been
degrading compared to the past IME).

The problem for a lot of people used to Soft is
how much scavenging and patching they will HAVE TO
do before they are even remotely close to having
previous functionality.

For the small scale Maya user, so leave us
engineers and big shops out, having to scavenge
for scripts and tools and hacking together
horrible copy'n'paste MEL macros is part of the
day to day routine, even for things such as
opening more than one outliner. That's why it's
perceived as inferior by a lot of Soft users.
We can discuss potential all day, and there are
certainly things I can do in Maya that Soft will
simply not allow me to do, but in terms of OOTB
experience it is pretty F'in disgraceful with all
the missing bits.

Rabbit's Shapes plugin and ngSkinTools are bare
minimum additions to even be able to use it, along
side a handful of s

Re: Maya feature request from Softimage users

2014-03-07 Thread Mirko Jankovic
all in all really Maya can only dream to be SI's very very little sister
.
Under all that fancy viewport and marketing crap it is deeply troubled
piece of...


On Sat, Mar 8, 2014 at 5:43 AM, Adam Sale  wrote:

> Fix the curve editor.. and working with spline keys..
>
> O and l to break tangents length..
> The maya implementation of working with handles is horrifying
>
> Shift e to add remove and move keys
>
> Region tool for fcurves...
> On Mar 7, 2014 5:42 PM, "Jacob Gonzalez"  wrote:
>
>> Many things, but the most important for me:
>>
>> 1 - Partitions for the Render Layers
>> 2-  ICE!
>> 3-  The Render Tree - (I see they are making improvements on that) - The
>> hypershade is
>> 4-  Consistency overall - Maya is a very wild and disorganize software :)
>>
>> J
>>
>>
>> On Fri, Mar 7, 2014 at 10:23 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Well, in xsi you can't even reconnect, or rename, or reorder a
>>> constraint. WTF? :)
>>>
>>> But yeah, utter lack of atomic primitives for properties of many kind is
>>> a severe issue in Maya.
>>> You can have them and paint them, mind, but always only one per (some)
>>> nodes and it's opaque to the graph.
>>>
>>> Wait till you find a Maya rig chokes on just a few dozen constraints if
>>> you think lack of wmaps is bad :p
>>> On 8 Mar 2014 09:14, "Gustavo Eggert Boehs"  wrote:
>>>
 Maya doesn't even have a real attribute map primitive


 seriously?! WTF!

 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
 http://www.gustavoeb.com.br/


 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane <
 raffsxsil...@googlemail.com>:

> Clusters aren't really the key part to it, you do have equivalents in
> Maya after all and they do work and allow for isolation.
> The problem is XSI was the perfect storm for Shapes, some of its
> qualities that are shortcomings in some regards (stack instead of open
> nodes and so on) simply shone when it came to shapes.
> Its propertyToObject approach, diametrically opposite to Maya's, can
> be a pain in the arse some times, but it's so damn perfect for Shapes.
> Its more atomic components and the whole user experience around it,
> attribute maps, has always been top notch and catered for, building a slew
> of versatile tools and UIs around it, Maya doesn't even have a real
> attribute map primitive and only recently added blind data.
>
> Don't expect anything to even barely scratch the surface of what Soft
> could do with shapes for years to come.
>
>
> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu wrote:
>
>> Perhaps this is one of the features we should have AD take a look at.
>>  Though I think clusters is the foundation that allows shapes in Soft to 
>> be
>> so powerful.  Are we still decapitating heads in 2014?
>>
>> -Lu
>>
>>
>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Bear in mind when dealing with shape work in Maya, and this is in
>>> general, that anything outside of Soft is primitive, half arsed, and
>>> generally painful.
>>> In those regards (shapes) Soft was and will probably always remain
>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>> difference between -anything- and Soft is a gaping chasm.
>>>
>>> I know of some very large, very prominent shops that are known to
>>> NOT use Soft that picked it up solely for that at times.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez 
>>> wrote:
>>>
 Another one.

 That I don't need to specify the blendshape node if there is only
 one blend shape node in that object, while I have other objects with
 blendshape nodes, each time I add a new blend shape to an object, if I 
 have
 other objects with blendshapes nodes.  I need to specify to which
 blendshape node I want to add, even if the object that I want to add 
 the
 shape only has one blendshape node.

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli <
 ch...@polygonpusherinc.com>:

 I would be very happy to see Maya make their hypershade more like
> the XSI rendertree.  The hypershade  feels like its "trying" to be 
> node
> based, but not quite getting it.  In XSI ou can see the ports and know
> instantly how everything is connected, whereas the hypershade just has
> boxes with lines between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSq

Re: Maya feature request from Softimage users

2014-03-07 Thread Adam Sale
Fix the curve editor.. and working with spline keys..

O and l to break tangents length..
The maya implementation of working with handles is horrifying

Shift e to add remove and move keys

Region tool for fcurves...
On Mar 7, 2014 5:42 PM, "Jacob Gonzalez"  wrote:

> Many things, but the most important for me:
>
> 1 - Partitions for the Render Layers
> 2-  ICE!
> 3-  The Render Tree - (I see they are making improvements on that) - The
> hypershade is
> 4-  Consistency overall - Maya is a very wild and disorganize software :)
>
> J
>
>
> On Fri, Mar 7, 2014 at 10:23 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Well, in xsi you can't even reconnect, or rename, or reorder a
>> constraint. WTF? :)
>>
>> But yeah, utter lack of atomic primitives for properties of many kind is
>> a severe issue in Maya.
>> You can have them and paint them, mind, but always only one per (some)
>> nodes and it's opaque to the graph.
>>
>> Wait till you find a Maya rig chokes on just a few dozen constraints if
>> you think lack of wmaps is bad :p
>> On 8 Mar 2014 09:14, "Gustavo Eggert Boehs"  wrote:
>>
>>> Maya doesn't even have a real attribute map primitive
>>>
>>>
>>> seriously?! WTF!
>>>
>>> Gustavo E Boehs
>>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>>> http://www.gustavoeb.com.br/
>>>
>>>
>>> 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane <
>>> raffsxsil...@googlemail.com>:
>>>
 Clusters aren't really the key part to it, you do have equivalents in
 Maya after all and they do work and allow for isolation.
 The problem is XSI was the perfect storm for Shapes, some of its
 qualities that are shortcomings in some regards (stack instead of open
 nodes and so on) simply shone when it came to shapes.
 Its propertyToObject approach, diametrically opposite to Maya's, can be
 a pain in the arse some times, but it's so damn perfect for Shapes.
 Its more atomic components and the whole user experience around it,
 attribute maps, has always been top notch and catered for, building a slew
 of versatile tools and UIs around it, Maya doesn't even have a real
 attribute map primitive and only recently added blind data.

 Don't expect anything to even barely scratch the surface of what Soft
 could do with shapes for years to come.


 On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu wrote:

> Perhaps this is one of the features we should have AD take a look at.
>  Though I think clusters is the foundation that allows shapes in Soft to 
> be
> so powerful.  Are we still decapitating heads in 2014?
>
> -Lu
>
>
> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Bear in mind when dealing with shape work in Maya, and this is in
>> general, that anything outside of Soft is primitive, half arsed, and
>> generally painful.
>> In those regards (shapes) Soft was and will probably always remain
>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>> difference between -anything- and Soft is a gaping chasm.
>>
>> I know of some very large, very prominent shops that are known to NOT
>> use Soft that picked it up solely for that at times.
>>
>>
>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez 
>> wrote:
>>
>>> Another one.
>>>
>>> That I don't need to specify the blendshape node if there is only
>>> one blend shape node in that object, while I have other objects with
>>> blendshape nodes, each time I add a new blend shape to an object, if I 
>>> have
>>> other objects with blendshapes nodes.  I need to specify to which
>>> blendshape node I want to add, even if the object that I want to add the
>>> shape only has one blendshape node.
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 13:07 GMT-06:00 Chris Covelli >> >:
>>>
>>> I would be very happy to see Maya make their hypershade more like
 the XSI rendertree.  The hypershade  feels like its "trying" to be node
 based, but not quite getting it.  In XSI ou can see the ports and know
 instantly how everything is connected, whereas the hypershade just has
 boxes with lines between them.  Not very helpful if you ask me.

 Chris Covelli
 http://www.polygonpusherinc.com/
 http://exocortex.com/products/species
 TurboSquid 
 Models


 On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
 luceri...@gmail.com> wrote:

> no UI way to open two outliners, however there is a splitter bar at
> the bottom of the outliner that you can drag to get two outliner
>

Re: Maya feature request from Softimage users

2014-03-07 Thread Jacob Gonzalez
Many things, but the most important for me:

1 - Partitions for the Render Layers
2-  ICE!
3-  The Render Tree - (I see they are making improvements on that) - The
hypershade is
4-  Consistency overall - Maya is a very wild and disorganize software :)

J


On Fri, Mar 7, 2014 at 10:23 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Well, in xsi you can't even reconnect, or rename, or reorder a constraint.
> WTF? :)
>
> But yeah, utter lack of atomic primitives for properties of many kind is a
> severe issue in Maya.
> You can have them and paint them, mind, but always only one per (some)
> nodes and it's opaque to the graph.
>
> Wait till you find a Maya rig chokes on just a few dozen constraints if
> you think lack of wmaps is bad :p
> On 8 Mar 2014 09:14, "Gustavo Eggert Boehs"  wrote:
>
>> Maya doesn't even have a real attribute map primitive
>>
>>
>> seriously?! WTF!
>>
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> http://www.gustavoeb.com.br/
>>
>>
>> 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane <
>> raffsxsil...@googlemail.com>:
>>
>>> Clusters aren't really the key part to it, you do have equivalents in
>>> Maya after all and they do work and allow for isolation.
>>> The problem is XSI was the perfect storm for Shapes, some of its
>>> qualities that are shortcomings in some regards (stack instead of open
>>> nodes and so on) simply shone when it came to shapes.
>>> Its propertyToObject approach, diametrically opposite to Maya's, can be
>>> a pain in the arse some times, but it's so damn perfect for Shapes.
>>> Its more atomic components and the whole user experience around it,
>>> attribute maps, has always been top notch and catered for, building a slew
>>> of versatile tools and UIs around it, Maya doesn't even have a real
>>> attribute map primitive and only recently added blind data.
>>>
>>> Don't expect anything to even barely scratch the surface of what Soft
>>> could do with shapes for years to come.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>>>
 Perhaps this is one of the features we should have AD take a look at.
  Though I think clusters is the foundation that allows shapes in Soft to be
 so powerful.  Are we still decapitating heads in 2014?

 -Lu


 On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

> Bear in mind when dealing with shape work in Maya, and this is in
> general, that anything outside of Soft is primitive, half arsed, and
> generally painful.
> In those regards (shapes) Soft was and will probably always remain
> unbeaten. Prepare yourself for vast amounts of pain on every front. The
> difference between -anything- and Soft is a gaping chasm.
>
> I know of some very large, very prominent shops that are known to NOT
> use Soft that picked it up solely for that at times.
>
>
> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>
>> Another one.
>>
>> That I don't need to specify the blendshape node if there is only one
>> blend shape node in that object, while I have other objects with 
>> blendshape
>> nodes, each time I add a new blend shape to an object, if I have other
>> objects with blendshapes nodes.  I need to specify to which blendshape 
>> node
>> I want to add, even if the object that I want to add the shape only has 
>> one
>> blendshape node.
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 13:07 GMT-06:00 Chris Covelli 
>> :
>>
>> I would be very happy to see Maya make their hypershade more like the
>>> XSI rendertree.  The hypershade  feels like its "trying" to be node 
>>> based,
>>> but not quite getting it.  In XSI ou can see the ports and know 
>>> instantly
>>> how everything is connected, whereas the hypershade just has boxes with
>>> lines between them.  Not very helpful if you ask me.
>>>
>>> Chris Covelli
>>> http://www.polygonpusherinc.com/
>>> http://exocortex.com/products/species
>>> TurboSquid 
>>> Models
>>>
>>>
>>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
>>> luceri...@gmail.com> wrote:
>>>
 no UI way to open two outliners, however there is a splitter bar at
 the bottom of the outliner that you can drag to get two outliner
 panes.

 On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
 wrote:
 > Indeed there is:
 >
 > As MEL:
 >
 > tearOffPanel "Outliner2" "outlinerPanel" false;
 >
 > This is because UI windows in Maya afaik are given specific names
 and you
 > cannot have two open 'viewports' which

Re: Maya feature request from Softimage users

2014-03-07 Thread Eugene Flormata
they could fix their damn animation curves to react like XSI's
 - the drawing of keys with a single click
 - unified slope without having to detach the tangents and reattach (even
After effects can handle Fcurves better than maya for some reason...)
 - being able to write in equations into numeric fields
 - I agree with multiple property windows. why can't i have 4 outliners
open with only a certain list
 - XSI's mouse operators at the bottom ( simple, but so brilliant; who'd a
thought. a user can self correct themselves with knowing which of the 3
mouse buttons to click while in what tool mode, I never know what I'm doing
in maya)
 - and I'll +1 to everyone who mentioned fixing maya's work stack
 - XSI's temporary pivot change with the alt-key
 - the COG button. I don't want to have to group things just to move them
as a unit
 - the constrain comp and child comp buttons



On Fri, Mar 7, 2014 at 2:23 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Well, in xsi you can't even reconnect, or rename, or reorder a constraint.
> WTF? :)
>
> But yeah, utter lack of atomic primitives for properties of many kind is a
> severe issue in Maya.
> You can have them and paint them, mind, but always only one per (some)
> nodes and it's opaque to the graph.
>
> Wait till you find a Maya rig chokes on just a few dozen constraints if
> you think lack of wmaps is bad :p
> On 8 Mar 2014 09:14, "Gustavo Eggert Boehs"  wrote:
>
>> Maya doesn't even have a real attribute map primitive
>>
>>
>> seriously?! WTF!
>>
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> http://www.gustavoeb.com.br/
>>
>>
>> 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane <
>> raffsxsil...@googlemail.com>:
>>
>>> Clusters aren't really the key part to it, you do have equivalents in
>>> Maya after all and they do work and allow for isolation.
>>> The problem is XSI was the perfect storm for Shapes, some of its
>>> qualities that are shortcomings in some regards (stack instead of open
>>> nodes and so on) simply shone when it came to shapes.
>>> Its propertyToObject approach, diametrically opposite to Maya's, can be
>>> a pain in the arse some times, but it's so damn perfect for Shapes.
>>> Its more atomic components and the whole user experience around it,
>>> attribute maps, has always been top notch and catered for, building a slew
>>> of versatile tools and UIs around it, Maya doesn't even have a real
>>> attribute map primitive and only recently added blind data.
>>>
>>> Don't expect anything to even barely scratch the surface of what Soft
>>> could do with shapes for years to come.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>>>
 Perhaps this is one of the features we should have AD take a look at.
  Though I think clusters is the foundation that allows shapes in Soft to be
 so powerful.  Are we still decapitating heads in 2014?

 -Lu


 On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
 raffsxsil...@googlemail.com> wrote:

> Bear in mind when dealing with shape work in Maya, and this is in
> general, that anything outside of Soft is primitive, half arsed, and
> generally painful.
> In those regards (shapes) Soft was and will probably always remain
> unbeaten. Prepare yourself for vast amounts of pain on every front. The
> difference between -anything- and Soft is a gaping chasm.
>
> I know of some very large, very prominent shops that are known to NOT
> use Soft that picked it up solely for that at times.
>
>
> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>
>> Another one.
>>
>> That I don't need to specify the blendshape node if there is only one
>> blend shape node in that object, while I have other objects with 
>> blendshape
>> nodes, each time I add a new blend shape to an object, if I have other
>> objects with blendshapes nodes.  I need to specify to which blendshape 
>> node
>> I want to add, even if the object that I want to add the shape only has 
>> one
>> blendshape node.
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 13:07 GMT-06:00 Chris Covelli 
>> :
>>
>> I would be very happy to see Maya make their hypershade more like the
>>> XSI rendertree.  The hypershade  feels like its "trying" to be node 
>>> based,
>>> but not quite getting it.  In XSI ou can see the ports and know 
>>> instantly
>>> how everything is connected, whereas the hypershade just has boxes with
>>> lines between them.  Not very helpful if you ask me.
>>>
>>> Chris Covelli
>>> http://www.polygonpusherinc.com/
>>> http://exocortex.com/products/species
>>> TurboSquid 
>>> Models
>>>
>>>
>>> On

Re: Maya feature request from Softimage users

2014-03-07 Thread Francisco Criado
lol


2014-03-07 20:49 GMT-03:00 Jacob Gonzalez :

> best feature to copy from softimage to Maya : make 2015 the last release :)
>
>
> On Fri, Mar 7, 2014 at 11:10 PM, Steven Caron  wrote:
>
>> i guess it is just a safe bet that all plugin devs just compile for new
>> versions anyways.
>>
>>
>> On Fri, Mar 7, 2014 at 3:04 PM, Joe Laffey  wrote:
>>
>>>
>>> This depends on the version. PLugins for MAX 2013 work perfectly in Max
>>> 2014...
>>>
>>>
>>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Jacob Gonzalez
best feature to copy from softimage to Maya : make 2015 the last release :)


On Fri, Mar 7, 2014 at 11:10 PM, Steven Caron  wrote:

> i guess it is just a safe bet that all plugin devs just compile for new
> versions anyways.
>
>
> On Fri, Mar 7, 2014 at 3:04 PM, Joe Laffey  wrote:
>
>>
>> This depends on the version. PLugins for MAX 2013 work perfectly in Max
>> 2014...
>>
>>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
Well, in xsi you can't even reconnect, or rename, or reorder a constraint.
WTF? :)

But yeah, utter lack of atomic primitives for properties of many kind is a
severe issue in Maya.
You can have them and paint them, mind, but always only one per (some)
nodes and it's opaque to the graph.

Wait till you find a Maya rig chokes on just a few dozen constraints if you
think lack of wmaps is bad :p
On 8 Mar 2014 09:14, "Gustavo Eggert Boehs"  wrote:

> Maya doesn't even have a real attribute map primitive
>
>
> seriously?! WTF!
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
>
> 2014-03-07 16:23 GMT-03:00 Raffaele Fragapane  >:
>
>> Clusters aren't really the key part to it, you do have equivalents in
>> Maya after all and they do work and allow for isolation.
>> The problem is XSI was the perfect storm for Shapes, some of its
>> qualities that are shortcomings in some regards (stack instead of open
>> nodes and so on) simply shone when it came to shapes.
>> Its propertyToObject approach, diametrically opposite to Maya's, can be a
>> pain in the arse some times, but it's so damn perfect for Shapes.
>> Its more atomic components and the whole user experience around it,
>> attribute maps, has always been top notch and catered for, building a slew
>> of versatile tools and UIs around it, Maya doesn't even have a real
>> attribute map primitive and only recently added blind data.
>>
>> Don't expect anything to even barely scratch the surface of what Soft
>> could do with shapes for years to come.
>>
>>
>> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>>
>>> Perhaps this is one of the features we should have AD take a look at.
>>>  Though I think clusters is the foundation that allows shapes in Soft to be
>>> so powerful.  Are we still decapitating heads in 2014?
>>>
>>> -Lu
>>>
>>>
>>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 Bear in mind when dealing with shape work in Maya, and this is in
 general, that anything outside of Soft is primitive, half arsed, and
 generally painful.
 In those regards (shapes) Soft was and will probably always remain
 unbeaten. Prepare yourself for vast amounts of pain on every front. The
 difference between -anything- and Soft is a gaping chasm.

 I know of some very large, very prominent shops that are known to NOT
 use Soft that picked it up solely for that at times.


 On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:

> Another one.
>
> That I don't need to specify the blendshape node if there is only one
> blend shape node in that object, while I have other objects with 
> blendshape
> nodes, each time I add a new blend shape to an object, if I have other
> objects with blendshapes nodes.  I need to specify to which blendshape 
> node
> I want to add, even if the object that I want to add the shape only has 
> one
> blendshape node.
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 13:07 GMT-06:00 Chris Covelli :
>
> I would be very happy to see Maya make their hypershade more like the
>> XSI rendertree.  The hypershade  feels like its "trying" to be node 
>> based,
>> but not quite getting it.  In XSI ou can see the ports and know instantly
>> how everything is connected, whereas the hypershade just has boxes with
>> lines between them.  Not very helpful if you ask me.
>>
>> Chris Covelli
>> http://www.polygonpusherinc.com/
>> http://exocortex.com/products/species
>> TurboSquid 
>> Models
>>
>>
>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
>> luceri...@gmail.com> wrote:
>>
>>> no UI way to open two outliners, however there is a splitter bar at
>>> the bottom of the outliner that you can drag to get two outliner
>>> panes.
>>>
>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
>>> wrote:
>>> > Indeed there is:
>>> >
>>> > As MEL:
>>> >
>>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>>> >
>>> > This is because UI windows in Maya afaik are given specific names
>>> and you
>>> > cannot have two open 'viewports' which share the same name, so
>>> just create a
>>> > new one! And tear that off instead. And I agree, this should be
>>> part of the
>>> > default GUI, though right now I just save this to my shelf as a
>>> script and
>>> > increment the counter when I need a new one. :)
>>> >
>>> > Yours sincerely,
>>>
>>
>>
>


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

>>>
>>>
>>
>>
>> --

Re: Maya feature request from Softimage users

2014-03-07 Thread Steven Caron
i guess it is just a safe bet that all plugin devs just compile for new
versions anyways.


On Fri, Mar 7, 2014 at 3:04 PM, Joe Laffey  wrote:

>
> This depends on the version. PLugins for MAX 2013 work perfectly in Max
> 2014...
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Joe Laffey


This depends on the version. PLugins for MAX 2013 work perfectly in Max 
2014...


On Fri, 7 Mar 2014, Steven Caron wrote:


i understand this is the same with 3dsmax...

On Fri, Mar 7, 2014 at 11:50 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:


This is par for the course in Maya, compiled anything will NOT work on any
major version other than the one it was compiled for.





--
Joe Laffey
The Stable
Visual Effects
http://TheStable.tv/?e34041M/


Re: Maya feature request from Softimage users

2014-03-07 Thread Gustavo Eggert Boehs
>
> Maya doesn't even have a real attribute map primitive


seriously?! WTF!

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2014-03-07 16:23 GMT-03:00 Raffaele Fragapane :

> Clusters aren't really the key part to it, you do have equivalents in Maya
> after all and they do work and allow for isolation.
> The problem is XSI was the perfect storm for Shapes, some of its qualities
> that are shortcomings in some regards (stack instead of open nodes and so
> on) simply shone when it came to shapes.
> Its propertyToObject approach, diametrically opposite to Maya's, can be a
> pain in the arse some times, but it's so damn perfect for Shapes.
> Its more atomic components and the whole user experience around it,
> attribute maps, has always been top notch and catered for, building a slew
> of versatile tools and UIs around it, Maya doesn't even have a real
> attribute map primitive and only recently added blind data.
>
> Don't expect anything to even barely scratch the surface of what Soft
> could do with shapes for years to come.
>
>
> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>
>> Perhaps this is one of the features we should have AD take a look at.
>>  Though I think clusters is the foundation that allows shapes in Soft to be
>> so powerful.  Are we still decapitating heads in 2014?
>>
>> -Lu
>>
>>
>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Bear in mind when dealing with shape work in Maya, and this is in
>>> general, that anything outside of Soft is primitive, half arsed, and
>>> generally painful.
>>> In those regards (shapes) Soft was and will probably always remain
>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>> difference between -anything- and Soft is a gaping chasm.
>>>
>>> I know of some very large, very prominent shops that are known to NOT
>>> use Soft that picked it up solely for that at times.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>>
 Another one.

 That I don't need to specify the blendshape node if there is only one
 blend shape node in that object, while I have other objects with blendshape
 nodes, each time I add a new blend shape to an object, if I have other
 objects with blendshapes nodes.  I need to specify to which blendshape node
 I want to add, even if the object that I want to add the shape only has one
 blendshape node.

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli :

 I would be very happy to see Maya make their hypershade more like the
> XSI rendertree.  The hypershade  feels like its "trying" to be node based,
> but not quite getting it.  In XSI ou can see the ports and know instantly
> how everything is connected, whereas the hypershade just has boxes with
> lines between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
> luceri...@gmail.com> wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
>> wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names
>> and you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be
>> part of the
>> > default GUI, though right now I just save this to my shelf as a
>> script and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>

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


Re: Maya feature request from Softimage users

2014-03-07 Thread John Richard Sanchez
Right Click Extract Polygans with option to keep or Delete. I use this so
much in so many ways.


On Fri, Mar 7, 2014 at 3:23 PM, Halim Negadi  wrote:

> As for shapes, I've never felt good with soft workflow. A few years ago we
> asked stargrav to develop us a soft version of BCS. It now works on both
> platforms and I can't live without it:
> http://www.stargrav.com/bcs.php
>
>
> On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> while a lot of those things can be worked around or simply written, the
>> lack of a property and parameter entity in Maya will have you up walls.
>> Attributes can only be owned by nodes, and the sort-of-quasi-workaround
>> of character set will cuase early baldness in any person trying to use it.
>>
>> BTW, if you plan to use Maya go on the small annoying things site RIGHT
>> NOW and start up-voting the Softimage sensitive issues (proxy params is
>> there, as is the lack of some fundamental nodes etc.).
>>
>>
>> On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman  wrote:
>>
>>> **Workgroups *(Maya's  plugin manager..ugh what a mess)
>>> **GATOR *(I've had Maya users nearly go into a seizure of disbelief
>>> when I've shown them GATOR in the past)
>>> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
>>> able to partition operations for freezing etc.)
>>> **non-destructive adaption of modeling work through shapes weights etc.* 
>>> (when
>>> a client wans a changeman this has been a lifesaver in Soft all these
>>> years)
>>> **non-layer approach to dealing with hierarchical inheritance of
>>> visibility etc* (hide parent in Maya, the whole branch get
>>> hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not
>>> clean when temporarily hiding things while working)
>>> **Delta referencing with internal and external aspects *(the ability to
>>> spit aspects of internal and external referencing is amazingly powerful)
>>> **Constraint Comp *(Maya, why you hide your offset after initial
>>> constraint?!?!)
>>> **Neutral pose *(I know that I'm going to get some flak for this one
>>> and that buffer nulls...erm locators...work but Neutral pose when used
>>> correctly is wonderful)
>>> **Proxy Parameters* (so nice for the animators not to have to hunt and
>>> peck like on Maya rigs)
>>> **Pass & partition* (instead of the ridiculous render layers)
>>>
>>> I know that I'm missing a bunch, but that's a quick fire off the top
>>> of my head. I am not looking forward to using it again. I spent 5 years
>>> trying to embrace it and it was like cuddling with a porcupine back in the
>>> stone ages. But I will have to deal with it once more.
>>>
>>>
>>>
>>> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:
>>>
 This is a possibility with Fabric Engine in the mix for super speed.
  Here's hoping.



 On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Why not to rename xsi.exe to maya.exe and change the starting screen?
> that could be very easy implemented, and voila! all softimage tools and ui
> in maya :)
>
>
> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
> raffsxsil...@googlemail.com>:
>
> I think the core issue here isn't as much whether Maya can be patched
>> or not, it surely can, the core is still functional and respectably open,
>> if not without issues (and stability has been degrading compared to the
>> past IME).
>>
>> The problem for a lot of people used to Soft is how much scavenging
>> and patching they will HAVE TO do before they are even remotely close to
>> having previous functionality.
>>
>> For the small scale Maya user, so leave us engineers and big shops
>> out, having to scavenge for scripts and tools and hacking together 
>> horrible
>> copy'n'paste MEL macros is part of the day to day routine, even for 
>> things
>> such as opening more than one outliner. That's why it's perceived as
>> inferior by a lot of Soft users.
>> We can discuss potential all day, and there are certainly things I
>> can do in Maya that Soft will simply not allow me to do, but in terms of
>> OOTB experience it is pretty F'in disgraceful with all the missing bits.
>>
>> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
>> even be able to use it, along side a handful of shelves (Maya's layout is
>> another disgrace that requires a lot of old school hacking) that you'll
>> have to scavenge from all over the place.
>>
>> You also have to toe the line between what you can rely on and what
>> you can't.
>> Maya has a binary lock on versions, so any new major release, and in
>> two recorded cases even the .5s, it breaks binary compatibility.
>> Soft users take for granted that most C++ plugins and nodes written
>> four years ago and never touched again will still work. There w

Re: Maya feature request from Softimage users

2014-03-07 Thread Halim Negadi
As for shapes, I've never felt good with soft workflow. A few years ago we
asked stargrav to develop us a soft version of BCS. It now works on both
platforms and I can't live without it:
http://www.stargrav.com/bcs.php


On Fri, Mar 7, 2014 at 9:08 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> while a lot of those things can be worked around or simply written, the
> lack of a property and parameter entity in Maya will have you up walls.
> Attributes can only be owned by nodes, and the sort-of-quasi-workaround of
> character set will cuase early baldness in any person trying to use it.
>
> BTW, if you plan to use Maya go on the small annoying things site RIGHT
> NOW and start up-voting the Softimage sensitive issues (proxy params is
> there, as is the lack of some fundamental nodes etc.).
>
>
> On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman  wrote:
>
>> **Workgroups *(Maya's  plugin manager..ugh what a mess)
>> **GATOR *(I've had Maya users nearly go into a seizure of disbelief when
>> I've shown them GATOR in the past)
>> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
>> able to partition operations for freezing etc.)
>> **non-destructive adaption of modeling work through shapes weights etc.* 
>> (when
>> a client wans a changeman this has been a lifesaver in Soft all these
>> years)
>> **non-layer approach to dealing with hierarchical inheritance of
>> visibility etc* (hide parent in Maya, the whole branch get
>> hidden...wait, whut? dumb dumb dumb dumb dumb...yes I know layers...not
>> clean when temporarily hiding things while working)
>> **Delta referencing with internal and external aspects *(the ability to
>> spit aspects of internal and external referencing is amazingly powerful)
>> **Constraint Comp *(Maya, why you hide your offset after initial
>> constraint?!?!)
>> **Neutral pose *(I know that I'm going to get some flak for this one and
>> that buffer nulls...erm locators...work but Neutral pose when used
>> correctly is wonderful)
>> **Proxy Parameters* (so nice for the animators not to have to hunt and
>> peck like on Maya rigs)
>> **Pass & partition* (instead of the ridiculous render layers)
>>
>> I know that I'm missing a bunch, but that's a quick fire off the top
>> of my head. I am not looking forward to using it again. I spent 5 years
>> trying to embrace it and it was like cuddling with a porcupine back in the
>> stone ages. But I will have to deal with it once more.
>>
>>
>>
>> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:
>>
>>> This is a possibility with Fabric Engine in the mix for super speed.
>>>  Here's hoping.
>>>
>>>
>>>
>>> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado >> > wrote:
>>>
 Why not to rename xsi.exe to maya.exe and change the starting screen?
 that could be very easy implemented, and voila! all softimage tools and ui
 in maya :)


 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
 raffsxsil...@googlemail.com>:

 I think the core issue here isn't as much whether Maya can be patched
> or not, it surely can, the core is still functional and respectably open,
> if not without issues (and stability has been degrading compared to the
> past IME).
>
> The problem for a lot of people used to Soft is how much scavenging
> and patching they will HAVE TO do before they are even remotely close to
> having previous functionality.
>
> For the small scale Maya user, so leave us engineers and big shops
> out, having to scavenge for scripts and tools and hacking together 
> horrible
> copy'n'paste MEL macros is part of the day to day routine, even for things
> such as opening more than one outliner. That's why it's perceived as
> inferior by a lot of Soft users.
> We can discuss potential all day, and there are certainly things I can
> do in Maya that Soft will simply not allow me to do, but in terms of OOTB
> experience it is pretty F'in disgraceful with all the missing bits.
>
> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
> even be able to use it, along side a handful of shelves (Maya's layout is
> another disgrace that requires a lot of old school hacking) that you'll
> have to scavenge from all over the place.
>
> You also have to toe the line between what you can rely on and what
> you can't.
> Maya has a binary lock on versions, so any new major release, and in
> two recorded cases even the .5s, it breaks binary compatibility.
> Soft users take for granted that most C++ plugins and nodes written
> four years ago and never touched again will still work. There was some
> pretty major upset when for the first time a version or two ago some ICE
> fixes "broke" the majority of nodes into requiring recompilation. This is
> par for the course in Maya, compiled anything will NOT work on any major
> version other than the one it was comp

Re: Maya feature request from Softimage users

2014-03-07 Thread Eric Thivierge
I didn't say anyone couldn't, I said it would be quicker for people to 
respond and hop on it if they don't have to. Man, screw this, I'm 
switching to Maya, their mailing list is bet... wait a minute...


On Friday, March 07, 2014 3:18:43 PM, Raffaele Fragapane wrote:

incidentally, you couldn't google that stuff


On Sat, Mar 8, 2014 at 7:18 AM, Raffaele Fragapane
mailto:raffsxsil...@googlemail.com>> wrote:

If someone can't google that stuff we don't want them in the field ;p


On Sat, Mar 8, 2014 at 7:17 AM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

It was more for having it here for everyone to quickly jump on
without having to google. A lesser level of resistance. But
thanks! :D


On Friday, March 07, 2014 3:13:01 PM, Jeremie Passerin wrote:

Google ? :D


http://mayafeedback.autodesk.__com/forums/160518-small-__annoying-things-to-fix-in-__maya-forum




On 7 March 2014 12:11, Eric Thivierge
mailto:ethivie...@hybride.com>
__>> wrote:

Link?


On Friday, March 07, 2014 3:08:48 PM, Raffaele
Fragapane wrote:

while a lot of those things can be worked around
or simply
written,
the lack of a property and parameter entity in
Maya will have
you up
walls.
Attributes can only be owned by nodes, and the
sort-of-quasi-workaround of character set will
cuase early
baldness in
any person trying to use it.

BTW, if you plan to use Maya go on the small
annoying things site
RIGHT NOW and start up-voting the Softimage
sensitive issues
(proxy
params is there, as is the lack of some
fundamental nodes etc.).







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




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




Re: Maya feature request from Softimage users

2014-03-07 Thread Adam Seeley
I try it in most software... just in case.

A.


 
_

http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: Halim Negadi 
>To: softimage@listproc.autodesk.com 
>Sent: Friday, 7 March 2014, 18:50
>Subject: Re: Maya feature request from Softimage users
> 
>
>
>Can't live wihout middle mouse button menus behaviour, I got this implemented 
>in relight the first two weeks I spent at the Bakery.
>
>
>
>
>On Fri, Mar 7, 2014 at 7:38 PM, Peter Agg  wrote:
>
>Nope, it's been the default behaviour for ages. Certainly in 2013.
>>
>>
>>
>>
>>On 7 March 2014 18:36, Emilio Hernandez  wrote:
>>
>>Oh that is a new feature in 2014?
>>>
>>>If that is so I am in 2013.
>>>
>>>
>>>
>>>---
>>>Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>>
>>>2014-03-07 12:33 GMT-06:00 Peter Agg :
>>>
>>>
>>>"Well I just tried to use the middle mouse button in the outliner and it 
>>>does not work."
>>>>
>>>>Well, it certainly should!
>>>>
>>>>http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/Nodes_and_attributes_View_and_edit_the_hierarchy_of_nodes.htm,topicNumber=d30e25645
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>On 7 March 2014 18:28, Emilio Hernandez  wrote:
>>>>
>>>>Well I just tried to use the middle mouse button in the outliner and it 
>>>>does not work.
>>>>>
>>>>>
Yes, then you need to get the connection editor to remove things
>>>>>
>>>>>
>>>>>
>>>>>---
>>>>>Emilio Hernández   VFX & 3D animation.
>>>>>
>>>>>
>>>>>
>>>>>2014-03-07 12:25 GMT-06:00 Peter Agg :
>>>>>
>>>>>
>>>>>"Ability to drag and drop objects in the outliner under other objects like 
>>>>>the explorer."
>>>>>>
>>>>>>Use the middle mouse button.
>>>>>>
>>>>>>
>>>>>>"Ability to have non transformation groups"
>>>>>>
>>>>>>You mean like XSI's groups? They're called sets - you can drag things in 
>>>>>>but you need to use a Connection Editor to take things out. >.<
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>On 7 March 2014 18:22, Emilio Hernandez  wrote:
>>>>>>
>>>>>>Ability to drag and drop objects in the outliner under other objects like 
>>>>>>the explorer.
>>>>>>>Ability to have non transformation groups
>>>>>>>
>>>>>>>Pfff I am working in Maya right now, as I am required to do so, the list 
>>>>>>>is so long as I continue to do stuff.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>---
>>>>>>>Emilio Hernández   VFX & 3D animation.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>2014-03-07 12:18 GMT-06:00 Jason S :
>>>>>>>
>>>>>>>
>>>>>>> 
>>>>>>>>Problem-solving  without  problem-solving-code-departments
>>>>>>>>
>>>>>>>>On 03/07/14 13:15, Emilio Hernandez wrote: 
>>>>>>>>+1
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>---
>>>>>>>>>Emilio Hernández   VFX & 3D animation.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>2014-03-07 12:14 GMT-06:00 Rob Chapman :
>>>>>>>>>
>>>>>>>>>No icons..?  :D
>>>>>>>>>>On 7 Mar 2014 18:10, "Emilio Hernandez"
 wrote:
>>>>>>>>>>
>>>>>>>>>>Independency of child param

Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
incidentally, you couldn't google that stuff


On Sat, Mar 8, 2014 at 7:18 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> If someone can't google that stuff we don't want them in the field ;p
>
>
> On Sat, Mar 8, 2014 at 7:17 AM, Eric Thivierge wrote:
>
>> It was more for having it here for everyone to quickly jump on without
>> having to google. A lesser level of resistance. But thanks! :D
>>
>>
>> On Friday, March 07, 2014 3:13:01 PM, Jeremie Passerin wrote:
>>
>>> Google ? :D
>>>
>>> http://mayafeedback.autodesk.com/forums/160518-small-
>>> annoying-things-to-fix-in-maya-forum
>>>
>>>
>>> On 7 March 2014 12:11, Eric Thivierge >> > wrote:
>>>
>>> Link?
>>>
>>>
>>> On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:
>>>
>>> while a lot of those things can be worked around or simply
>>> written,
>>> the lack of a property and parameter entity in Maya will have
>>> you up
>>> walls.
>>> Attributes can only be owned by nodes, and the
>>> sort-of-quasi-workaround of character set will cuase early
>>> baldness in
>>> any person trying to use it.
>>>
>>> BTW, if you plan to use Maya go on the small annoying things site
>>> RIGHT NOW and start up-voting the Softimage sensitive issues
>>> (proxy
>>> params is there, as is the lack of some fundamental nodes etc.).
>>>
>>>
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
If someone can't google that stuff we don't want them in the field ;p


On Sat, Mar 8, 2014 at 7:17 AM, Eric Thivierge wrote:

> It was more for having it here for everyone to quickly jump on without
> having to google. A lesser level of resistance. But thanks! :D
>
>
> On Friday, March 07, 2014 3:13:01 PM, Jeremie Passerin wrote:
>
>> Google ? :D
>>
>> http://mayafeedback.autodesk.com/forums/160518-small-
>> annoying-things-to-fix-in-maya-forum
>>
>>
>> On 7 March 2014 12:11, Eric Thivierge > > wrote:
>>
>> Link?
>>
>>
>> On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:
>>
>> while a lot of those things can be worked around or simply
>> written,
>> the lack of a property and parameter entity in Maya will have
>> you up
>> walls.
>> Attributes can only be owned by nodes, and the
>> sort-of-quasi-workaround of character set will cuase early
>> baldness in
>> any person trying to use it.
>>
>> BTW, if you plan to use Maya go on the small annoying things site
>> RIGHT NOW and start up-voting the Softimage sensitive issues
>> (proxy
>> params is there, as is the lack of some fundamental nodes etc.).
>>
>>
>>
>>
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Eric Thivierge
It was more for having it here for everyone to quickly jump on without 
having to google. A lesser level of resistance. But thanks! :D


On Friday, March 07, 2014 3:13:01 PM, Jeremie Passerin wrote:

Google ? :D

http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum


On 7 March 2014 12:11, Eric Thivierge mailto:ethivie...@hybride.com>> wrote:

Link?


On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:

while a lot of those things can be worked around or simply
written,
the lack of a property and parameter entity in Maya will have
you up
walls.
Attributes can only be owned by nodes, and the
sort-of-quasi-workaround of character set will cuase early
baldness in
any person trying to use it.

BTW, if you plan to use Maya go on the small annoying things site
RIGHT NOW and start up-voting the Softimage sensitive issues
(proxy
params is there, as is the lack of some fundamental nodes etc.).







Re: Maya feature request from Softimage users

2014-03-07 Thread Nic Sievers
Thanks for posting that link Jeremie!  I was about to dig through my
bookmarks for it.  That list is great.  Over the last few versions they
have finally started picking off some really annoying behaivoirs/bugs.
Obviously, thus the name of the list, duh.  ;)   But its great to be able
to vote for things like that.


On Fri, Mar 7, 2014 at 12:13 PM, Jeremie Passerin wrote:

> Google ? :D
>
>
> http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum
>
>
> On 7 March 2014 12:11, Eric Thivierge  wrote:
>
>> Link?
>>
>>
>> On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:
>>
>>> while a lot of those things can be worked around or simply written,
>>> the lack of a property and parameter entity in Maya will have you up
>>> walls.
>>> Attributes can only be owned by nodes, and the
>>> sort-of-quasi-workaround of character set will cuase early baldness in
>>> any person trying to use it.
>>>
>>> BTW, if you plan to use Maya go on the small annoying things site
>>> RIGHT NOW and start up-voting the Softimage sensitive issues (proxy
>>> params is there, as is the lack of some fundamental nodes etc.).
>>>
>>
>>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Jeremie Passerin
Google ? :D

http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum


On 7 March 2014 12:11, Eric Thivierge  wrote:

> Link?
>
>
> On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:
>
>> while a lot of those things can be worked around or simply written,
>> the lack of a property and parameter entity in Maya will have you up
>> walls.
>> Attributes can only be owned by nodes, and the
>> sort-of-quasi-workaround of character set will cuase early baldness in
>> any person trying to use it.
>>
>> BTW, if you plan to use Maya go on the small annoying things site
>> RIGHT NOW and start up-voting the Softimage sensitive issues (proxy
>> params is there, as is the lack of some fundamental nodes etc.).
>>
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Jeremie Passerin
"*Yeah, but they're kind of like painting a pinto red and slapping a horse
sticker on it and calling it a Ferrari.*
*The attribute transfer will usually give people cancer, and the stack
reordering will garble your scene into oblivion every other day due to the
fact the graph underneath is just not very friendly to re-ordering most of
the time*."

Raff I love your prose so much !


Re: Maya feature request from Softimage users

2014-03-07 Thread Eric Thivierge

Link?

On Friday, March 07, 2014 3:08:48 PM, Raffaele Fragapane wrote:

while a lot of those things can be worked around or simply written,
the lack of a property and parameter entity in Maya will have you up
walls.
Attributes can only be owned by nodes, and the
sort-of-quasi-workaround of character set will cuase early baldness in
any person trying to use it.

BTW, if you plan to use Maya go on the small annoying things site
RIGHT NOW and start up-voting the Softimage sensitive issues (proxy
params is there, as is the lack of some fundamental nodes etc.).




Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
while a lot of those things can be worked around or simply written, the
lack of a property and parameter entity in Maya will have you up walls.
Attributes can only be owned by nodes, and the sort-of-quasi-workaround of
character set will cuase early baldness in any person trying to use it.

BTW, if you plan to use Maya go on the small annoying things site RIGHT NOW
and start up-voting the Softimage sensitive issues (proxy params is there,
as is the lack of some fundamental nodes etc.).


On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman  wrote:

> **Workgroups *(Maya's  plugin manager..ugh what a mess)
> **GATOR *(I've had Maya users nearly go into a seizure of disbelief when
> I've shown them GATOR in the past)
> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
> able to partition operations for freezing etc.)
> **non-destructive adaption of modeling work through shapes weights etc.* (when
> a client wans a changeman this has been a lifesaver in Soft all these
> years)
> **non-layer approach to dealing with hierarchical inheritance of
> visibility etc* (hide parent in Maya, the whole branch get hidden...wait,
> whut? dumb dumb dumb dumb dumb...yes I know layers...not clean when
> temporarily hiding things while working)
> **Delta referencing with internal and external aspects *(the ability to
> spit aspects of internal and external referencing is amazingly powerful)
> **Constraint Comp *(Maya, why you hide your offset after initial
> constraint?!?!)
> **Neutral pose *(I know that I'm going to get some flak for this one and
> that buffer nulls...erm locators...work but Neutral pose when used
> correctly is wonderful)
> **Proxy Parameters* (so nice for the animators not to have to hunt and
> peck like on Maya rigs)
> **Pass & partition* (instead of the ridiculous render layers)
>
> I know that I'm missing a bunch, but that's a quick fire off the top
> of my head. I am not looking forward to using it again. I spent 5 years
> trying to embrace it and it was like cuddling with a porcupine back in the
> stone ages. But I will have to deal with it once more.
>
>
>
> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:
>
>> This is a possibility with Fabric Engine in the mix for super speed.
>>  Here's hoping.
>>
>>
>>
>> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado 
>> wrote:
>>
>>> Why not to rename xsi.exe to maya.exe and change the starting screen?
>>> that could be very easy implemented, and voila! all softimage tools and ui
>>> in maya :)
>>>
>>>
>>> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
>>> raffsxsil...@googlemail.com>:
>>>
>>> I think the core issue here isn't as much whether Maya can be patched or
 not, it surely can, the core is still functional and respectably open, if
 not without issues (and stability has been degrading compared to the past
 IME).

 The problem for a lot of people used to Soft is how much scavenging and
 patching they will HAVE TO do before they are even remotely close to having
 previous functionality.

 For the small scale Maya user, so leave us engineers and big shops out,
 having to scavenge for scripts and tools and hacking together horrible
 copy'n'paste MEL macros is part of the day to day routine, even for things
 such as opening more than one outliner. That's why it's perceived as
 inferior by a lot of Soft users.
 We can discuss potential all day, and there are certainly things I can
 do in Maya that Soft will simply not allow me to do, but in terms of OOTB
 experience it is pretty F'in disgraceful with all the missing bits.

 Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
 even be able to use it, along side a handful of shelves (Maya's layout is
 another disgrace that requires a lot of old school hacking) that you'll
 have to scavenge from all over the place.

 You also have to toe the line between what you can rely on and what you
 can't.
 Maya has a binary lock on versions, so any new major release, and in
 two recorded cases even the .5s, it breaks binary compatibility.
 Soft users take for granted that most C++ plugins and nodes written
 four years ago and never touched again will still work. There was some
 pretty major upset when for the first time a version or two ago some ICE
 fixes "broke" the majority of nodes into requiring recompilation. This is
 par for the course in Maya, compiled anything will NOT work on any major
 version other than the one it was compiled for.



 On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu wrote:

> I've always felt Maya's core performance has been relatively good
> compared to others.  It is incredibly extensible and can maintain some
> really good performance.  The problem that Maya has is having the various
> components exchange data between each other.  Essentially, every node in
> the scene is holding e

Re: Maya feature request from Softimage users

2014-03-07 Thread Eric Turman
**Workgroups *(Maya's  plugin manager..ugh what a mess)
**GATOR *(I've had Maya users nearly go into a seizure of disbelief when
I've shown them GATOR in the past)
**Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be able
to partition operations for freezing etc.)
**non-destructive adaption of modeling work through shapes weights etc.* (when
a client wans a changeman this has been a lifesaver in Soft all these
years)
**non-layer approach to dealing with hierarchical inheritance of visibility
etc* (hide parent in Maya, the whole branch get hidden...wait, whut? dumb
dumb dumb dumb dumb...yes I know layers...not clean when temporarily hiding
things while working)
**Delta referencing with internal and external aspects *(the ability to
spit aspects of internal and external referencing is amazingly powerful)
**Constraint Comp *(Maya, why you hide your offset after initial
constraint?!?!)
**Neutral pose *(I know that I'm going to get some flak for this one and
that buffer nulls...erm locators...work but Neutral pose when used
correctly is wonderful)
**Proxy Parameters* (so nice for the animators not to have to hunt and peck
like on Maya rigs)
**Pass & partition* (instead of the ridiculous render layers)

I know that I'm missing a bunch, but that's a quick fire off the top of
my head. I am not looking forward to using it again. I spent 5 years trying
to embrace it and it was like cuddling with a porcupine back in the stone
ages. But I will have to deal with it once more.



On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu  wrote:

> This is a possibility with Fabric Engine in the mix for super speed.
>  Here's hoping.
>
>
>
> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado 
> wrote:
>
>> Why not to rename xsi.exe to maya.exe and change the starting screen?
>> that could be very easy implemented, and voila! all softimage tools and ui
>> in maya :)
>>
>>
>> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
>> raffsxsil...@googlemail.com>:
>>
>> I think the core issue here isn't as much whether Maya can be patched or
>>> not, it surely can, the core is still functional and respectably open, if
>>> not without issues (and stability has been degrading compared to the past
>>> IME).
>>>
>>> The problem for a lot of people used to Soft is how much scavenging and
>>> patching they will HAVE TO do before they are even remotely close to having
>>> previous functionality.
>>>
>>> For the small scale Maya user, so leave us engineers and big shops out,
>>> having to scavenge for scripts and tools and hacking together horrible
>>> copy'n'paste MEL macros is part of the day to day routine, even for things
>>> such as opening more than one outliner. That's why it's perceived as
>>> inferior by a lot of Soft users.
>>> We can discuss potential all day, and there are certainly things I can
>>> do in Maya that Soft will simply not allow me to do, but in terms of OOTB
>>> experience it is pretty F'in disgraceful with all the missing bits.
>>>
>>> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
>>> even be able to use it, along side a handful of shelves (Maya's layout is
>>> another disgrace that requires a lot of old school hacking) that you'll
>>> have to scavenge from all over the place.
>>>
>>> You also have to toe the line between what you can rely on and what you
>>> can't.
>>> Maya has a binary lock on versions, so any new major release, and in two
>>> recorded cases even the .5s, it breaks binary compatibility.
>>> Soft users take for granted that most C++ plugins and nodes written four
>>> years ago and never touched again will still work. There was some pretty
>>> major upset when for the first time a version or two ago some ICE fixes
>>> "broke" the majority of nodes into requiring recompilation. This is par for
>>> the course in Maya, compiled anything will NOT work on any major version
>>> other than the one it was compiled for.
>>>
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu  wrote:
>>>
 I've always felt Maya's core performance has been relatively good
 compared to others.  It is incredibly extensible and can maintain some
 really good performance.  The problem that Maya has is having the various
 components exchange data between each other.  Essentially, every node in
 the scene is holding each other's hand always.  These no easy way to hold
 up data to prevent all the nodes from updating when you make a change.

 It boils down to how cleanly you can implement these features.  There
 are some legacy things that could go, obviously some complete reworks, but
 development for Maya is a lot more straight forward than Softimage.

 My only gripe is that as you build tools for Maya, the plug-in manager
 gets incredibly messy.  Looks like a vomit of ideas over the past 10 years
 and no search function.  And it kinda needs all this garbage to function.

 House cleaning is definitely in order.

 -Lu

Re: Maya feature request from Softimage users

2014-03-07 Thread Meng-Yang Lu
This is a possibility with Fabric Engine in the mix for super speed.
 Here's hoping.



On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado wrote:

> Why not to rename xsi.exe to maya.exe and change the starting screen? that
> could be very easy implemented, and voila! all softimage tools and ui in
> maya :)
>
>
> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane  >:
>
> I think the core issue here isn't as much whether Maya can be patched or
>> not, it surely can, the core is still functional and respectably open, if
>> not without issues (and stability has been degrading compared to the past
>> IME).
>>
>> The problem for a lot of people used to Soft is how much scavenging and
>> patching they will HAVE TO do before they are even remotely close to having
>> previous functionality.
>>
>> For the small scale Maya user, so leave us engineers and big shops out,
>> having to scavenge for scripts and tools and hacking together horrible
>> copy'n'paste MEL macros is part of the day to day routine, even for things
>> such as opening more than one outliner. That's why it's perceived as
>> inferior by a lot of Soft users.
>> We can discuss potential all day, and there are certainly things I can do
>> in Maya that Soft will simply not allow me to do, but in terms of OOTB
>> experience it is pretty F'in disgraceful with all the missing bits.
>>
>> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to even
>> be able to use it, along side a handful of shelves (Maya's layout is
>> another disgrace that requires a lot of old school hacking) that you'll
>> have to scavenge from all over the place.
>>
>> You also have to toe the line between what you can rely on and what you
>> can't.
>> Maya has a binary lock on versions, so any new major release, and in two
>> recorded cases even the .5s, it breaks binary compatibility.
>> Soft users take for granted that most C++ plugins and nodes written four
>> years ago and never touched again will still work. There was some pretty
>> major upset when for the first time a version or two ago some ICE fixes
>> "broke" the majority of nodes into requiring recompilation. This is par for
>> the course in Maya, compiled anything will NOT work on any major version
>> other than the one it was compiled for.
>>
>>
>>
>> On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu  wrote:
>>
>>> I've always felt Maya's core performance has been relatively good
>>> compared to others.  It is incredibly extensible and can maintain some
>>> really good performance.  The problem that Maya has is having the various
>>> components exchange data between each other.  Essentially, every node in
>>> the scene is holding each other's hand always.  These no easy way to hold
>>> up data to prevent all the nodes from updating when you make a change.
>>>
>>> It boils down to how cleanly you can implement these features.  There
>>> are some legacy things that could go, obviously some complete reworks, but
>>> development for Maya is a lot more straight forward than Softimage.
>>>
>>> My only gripe is that as you build tools for Maya, the plug-in manager
>>> gets incredibly messy.  Looks like a vomit of ideas over the past 10 years
>>> and no search function.  And it kinda needs all this garbage to function.
>>>
>>> House cleaning is definitely in order.
>>>
>>> -Lu
>>>
>>>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Siew Yi Liang

Hello Raffaele:

As an aside, I would like to plug Daniel S. Lima's Sculpt InBetween 
Editor as an alternative to Rabbit Shapes for managing your corrective 
shapes in Maya...when you have time to try it, anyway:


http://danielslima.com/sculpt-inbetween-editor-1-0/

It's free, too! And offers almost entirely the same functionality, 
albeit in a different UI :)


Yours sincerely,
Siew Yi Liang

On 3/7/2014 11:50 AM, Raffaele Fragapane wrote:
I think the core issue here isn't as much whether Maya can be patched 
or not, it surely can, the core is still functional and respectably 
open, if not without issues (and stability has been degrading compared 
to the past IME).


The problem for a lot of people used to Soft is how much scavenging 
and patching they will HAVE TO do before they are even remotely close 
to having previous functionality.


For the small scale Maya user, so leave us engineers and big shops 
out, having to scavenge for scripts and tools and hacking together 
horrible copy'n'paste MEL macros is part of the day to day routine, 
even for things such as opening more than one outliner. That's why 
it's perceived as inferior by a lot of Soft users.
We can discuss potential all day, and there are certainly things I can 
do in Maya that Soft will simply not allow me to do, but in terms of 
OOTB experience it is pretty F'in disgraceful with all the missing bits.


Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to 
even be able to use it, along side a handful of shelves (Maya's layout 
is another disgrace that requires a lot of old school hacking) that 
you'll have to scavenge from all over the place.


You also have to toe the line between what you can rely on and what 
you can't.
Maya has a binary lock on versions, so any new major release, and in 
two recorded cases even the .5s, it breaks binary compatibility.
Soft users take for granted that most C++ plugins and nodes written 
four years ago and never touched again will still work. There was some 
pretty major upset when for the first time a version or two ago some 
ICE fixes "broke" the majority of nodes into requiring recompilation. 
This is par for the course in Maya, compiled anything will NOT work on 
any major version other than the one it was compiled for.



On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu > wrote:


I've always felt Maya's core performance has been relatively good
compared to others.  It is incredibly extensible and can maintain
some really good performance.  The problem that Maya has is having
the various components exchange data between each other.
 Essentially, every node in the scene is holding each other's hand
always.  These no easy way to hold up data to prevent all the
nodes from updating when you make a change.

It boils down to how cleanly you can implement these features.
 There are some legacy things that could go, obviously some
complete reworks, but development for Maya is a lot more straight
forward than Softimage.

My only gripe is that as you build tools for Maya, the plug-in
manager gets incredibly messy.  Looks like a vomit of ideas over
the past 10 years and no search function.  And it kinda needs all
this garbage to function.

House cleaning is definitely in order.

-Lu





Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
I wouldn't know, Max gives me gas, I don't do it.


On Sat, Mar 8, 2014 at 6:52 AM, Steven Caron  wrote:

> i understand this is the same with 3dsmax...
>
>
> On Fri, Mar 7, 2014 at 11:50 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> This is par for the course in Maya, compiled anything will NOT work on
>> any major version other than the one it was compiled for.
>>
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Francisco Criado
Why not to rename xsi.exe to maya.exe and change the starting screen? that
could be very easy implemented, and voila! all softimage tools and ui in
maya :)


2014-03-07 16:50 GMT-03:00 Raffaele Fragapane :

> I think the core issue here isn't as much whether Maya can be patched or
> not, it surely can, the core is still functional and respectably open, if
> not without issues (and stability has been degrading compared to the past
> IME).
>
> The problem for a lot of people used to Soft is how much scavenging and
> patching they will HAVE TO do before they are even remotely close to having
> previous functionality.
>
> For the small scale Maya user, so leave us engineers and big shops out,
> having to scavenge for scripts and tools and hacking together horrible
> copy'n'paste MEL macros is part of the day to day routine, even for things
> such as opening more than one outliner. That's why it's perceived as
> inferior by a lot of Soft users.
> We can discuss potential all day, and there are certainly things I can do
> in Maya that Soft will simply not allow me to do, but in terms of OOTB
> experience it is pretty F'in disgraceful with all the missing bits.
>
> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to even
> be able to use it, along side a handful of shelves (Maya's layout is
> another disgrace that requires a lot of old school hacking) that you'll
> have to scavenge from all over the place.
>
> You also have to toe the line between what you can rely on and what you
> can't.
> Maya has a binary lock on versions, so any new major release, and in two
> recorded cases even the .5s, it breaks binary compatibility.
> Soft users take for granted that most C++ plugins and nodes written four
> years ago and never touched again will still work. There was some pretty
> major upset when for the first time a version or two ago some ICE fixes
> "broke" the majority of nodes into requiring recompilation. This is par for
> the course in Maya, compiled anything will NOT work on any major version
> other than the one it was compiled for.
>
>
>
> On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu  wrote:
>
>> I've always felt Maya's core performance has been relatively good
>> compared to others.  It is incredibly extensible and can maintain some
>> really good performance.  The problem that Maya has is having the various
>> components exchange data between each other.  Essentially, every node in
>> the scene is holding each other's hand always.  These no easy way to hold
>> up data to prevent all the nodes from updating when you make a change.
>>
>> It boils down to how cleanly you can implement these features.  There are
>> some legacy things that could go, obviously some complete reworks, but
>> development for Maya is a lot more straight forward than Softimage.
>>
>> My only gripe is that as you build tools for Maya, the plug-in manager
>> gets incredibly messy.  Looks like a vomit of ideas over the past 10 years
>> and no search function.  And it kinda needs all this garbage to function.
>>
>> House cleaning is definitely in order.
>>
>> -Lu
>>
>>


Re: Maya feature request from Softimage users

2014-03-07 Thread Emilio Hernandez
Well as I am still working, I can add a lot of more things but after just
the official announcment from Maurice Patel, that we can keep using
Softimage forever and continue to have support.  Back to deal with my MMB.

Cheers!

---
Emilio Hernández   VFX & 3D animation.


2014-03-07 13:23 GMT-06:00 Raffaele Fragapane :

> Clusters aren't really the key part to it, you do have equivalents in Maya
> after all and they do work and allow for isolation.
> The problem is XSI was the perfect storm for Shapes, some of its qualities
> that are shortcomings in some regards (stack instead of open nodes and so
> on) simply shone when it came to shapes.
> Its propertyToObject approach, diametrically opposite to Maya's, can be a
> pain in the arse some times, but it's so damn perfect for Shapes.
> Its more atomic components and the whole user experience around it,
> attribute maps, has always been top notch and catered for, building a slew
> of versatile tools and UIs around it, Maya doesn't even have a real
> attribute map primitive and only recently added blind data.
>
> Don't expect anything to even barely scratch the surface of what Soft
> could do with shapes for years to come.
>
>
> On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:
>
>> Perhaps this is one of the features we should have AD take a look at.
>>  Though I think clusters is the foundation that allows shapes in Soft to be
>> so powerful.  Are we still decapitating heads in 2014?
>>
>> -Lu
>>
>>
>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Bear in mind when dealing with shape work in Maya, and this is in
>>> general, that anything outside of Soft is primitive, half arsed, and
>>> generally painful.
>>> In those regards (shapes) Soft was and will probably always remain
>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>> difference between -anything- and Soft is a gaping chasm.
>>>
>>> I know of some very large, very prominent shops that are known to NOT
>>> use Soft that picked it up solely for that at times.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>>
 Another one.

 That I don't need to specify the blendshape node if there is only one
 blend shape node in that object, while I have other objects with blendshape
 nodes, each time I add a new blend shape to an object, if I have other
 objects with blendshapes nodes.  I need to specify to which blendshape node
 I want to add, even if the object that I want to add the shape only has one
 blendshape node.

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli :

 I would be very happy to see Maya make their hypershade more like the
> XSI rendertree.  The hypershade  feels like its "trying" to be node based,
> but not quite getting it.  In XSI ou can see the ports and know instantly
> how everything is connected, whereas the hypershade just has boxes with
> lines between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
> luceri...@gmail.com> wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
>> wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names
>> and you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be
>> part of the
>> > default GUI, though right now I just save this to my shelf as a
>> script and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>

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


Re: Maya feature request from Softimage users

2014-03-07 Thread Steven Caron
i understand this is the same with 3dsmax...

On Fri, Mar 7, 2014 at 11:50 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> This is par for the course in Maya, compiled anything will NOT work on any
> major version other than the one it was compiled for.
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
I think the core issue here isn't as much whether Maya can be patched or
not, it surely can, the core is still functional and respectably open, if
not without issues (and stability has been degrading compared to the past
IME).

The problem for a lot of people used to Soft is how much scavenging and
patching they will HAVE TO do before they are even remotely close to having
previous functionality.

For the small scale Maya user, so leave us engineers and big shops out,
having to scavenge for scripts and tools and hacking together horrible
copy'n'paste MEL macros is part of the day to day routine, even for things
such as opening more than one outliner. That's why it's perceived as
inferior by a lot of Soft users.
We can discuss potential all day, and there are certainly things I can do
in Maya that Soft will simply not allow me to do, but in terms of OOTB
experience it is pretty F'in disgraceful with all the missing bits.

Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to even
be able to use it, along side a handful of shelves (Maya's layout is
another disgrace that requires a lot of old school hacking) that you'll
have to scavenge from all over the place.

You also have to toe the line between what you can rely on and what you
can't.
Maya has a binary lock on versions, so any new major release, and in two
recorded cases even the .5s, it breaks binary compatibility.
Soft users take for granted that most C++ plugins and nodes written four
years ago and never touched again will still work. There was some pretty
major upset when for the first time a version or two ago some ICE fixes
"broke" the majority of nodes into requiring recompilation. This is par for
the course in Maya, compiled anything will NOT work on any major version
other than the one it was compiled for.


On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu  wrote:

> I've always felt Maya's core performance has been relatively good compared
> to others.  It is incredibly extensible and can maintain some really good
> performance.  The problem that Maya has is having the various components
> exchange data between each other.  Essentially, every node in the scene is
> holding each other's hand always.  These no easy way to hold up data to
> prevent all the nodes from updating when you make a change.
>
> It boils down to how cleanly you can implement these features.  There are
> some legacy things that could go, obviously some complete reworks, but
> development for Maya is a lot more straight forward than Softimage.
>
> My only gripe is that as you build tools for Maya, the plug-in manager
> gets incredibly messy.  Looks like a vomit of ideas over the past 10 years
> and no search function.  And it kinda needs all this garbage to function.
>
> House cleaning is definitely in order.
>
> -Lu
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Meng-Yang Lu
I've always felt Maya's core performance has been relatively good compared
to others.  It is incredibly extensible and can maintain some really good
performance.  The problem that Maya has is having the various components
exchange data between each other.  Essentially, every node in the scene is
holding each other's hand always.  These no easy way to hold up data to
prevent all the nodes from updating when you make a change.

It boils down to how cleanly you can implement these features.  There are
some legacy things that could go, obviously some complete reworks, but
development for Maya is a lot more straight forward than Softimage.

My only gripe is that as you build tools for Maya, the plug-in manager gets
incredibly messy.  Looks like a vomit of ideas over the past 10 years and
no search function.  And it kinda needs all this garbage to function.

House cleaning is definitely in order.

-Lu


On Fri, Mar 7, 2014 at 11:19 AM, Mirko Jankovic
wrote:

> No one is actually thinking how much patching can Maya take? Adding more
> and more on top of old core...
> Frankenmayan
>
>
> On Fri, Mar 7, 2014 at 8:17 PM, Meng-Yang Lu  wrote:
>
>> Perhaps this is one of the features we should have AD take a look at.
>>  Though I think clusters is the foundation that allows shapes in Soft to be
>> so powerful.  Are we still decapitating heads in 2014?
>>
>> -Lu
>>
>>
>> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Bear in mind when dealing with shape work in Maya, and this is in
>>> general, that anything outside of Soft is primitive, half arsed, and
>>> generally painful.
>>> In those regards (shapes) Soft was and will probably always remain
>>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>>> difference between -anything- and Soft is a gaping chasm.
>>>
>>> I know of some very large, very prominent shops that are known to NOT
>>> use Soft that picked it up solely for that at times.
>>>
>>>
>>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>>
 Another one.

 That I don't need to specify the blendshape node if there is only one
 blend shape node in that object, while I have other objects with blendshape
 nodes, each time I add a new blend shape to an object, if I have other
 objects with blendshapes nodes.  I need to specify to which blendshape node
 I want to add, even if the object that I want to add the shape only has one
 blendshape node.

 ---
 Emilio Hernández   VFX & 3D animation.


 2014-03-07 13:07 GMT-06:00 Chris Covelli :

 I would be very happy to see Maya make their hypershade more like the
> XSI rendertree.  The hypershade  feels like its "trying" to be node based,
> but not quite getting it.  In XSI ou can see the ports and know instantly
> how everything is connected, whereas the hypershade just has boxes with
> lines between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <
> luceri...@gmail.com> wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
>> wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names
>> and you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be
>> part of the
>> > default GUI, though right now I just save this to my shelf as a
>> script and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>

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


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
Clusters aren't really the key part to it, you do have equivalents in Maya
after all and they do work and allow for isolation.
The problem is XSI was the perfect storm for Shapes, some of its qualities
that are shortcomings in some regards (stack instead of open nodes and so
on) simply shone when it came to shapes.
Its propertyToObject approach, diametrically opposite to Maya's, can be a
pain in the arse some times, but it's so damn perfect for Shapes.
Its more atomic components and the whole user experience around it,
attribute maps, has always been top notch and catered for, building a slew
of versatile tools and UIs around it, Maya doesn't even have a real
attribute map primitive and only recently added blind data.

Don't expect anything to even barely scratch the surface of what Soft could
do with shapes for years to come.


On Sat, Mar 8, 2014 at 6:17 AM, Meng-Yang Lu  wrote:

> Perhaps this is one of the features we should have AD take a look at.
>  Though I think clusters is the foundation that allows shapes in Soft to be
> so powerful.  Are we still decapitating heads in 2014?
>
> -Lu
>
>
> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Bear in mind when dealing with shape work in Maya, and this is in
>> general, that anything outside of Soft is primitive, half arsed, and
>> generally painful.
>> In those regards (shapes) Soft was and will probably always remain
>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>> difference between -anything- and Soft is a gaping chasm.
>>
>> I know of some very large, very prominent shops that are known to NOT use
>> Soft that picked it up solely for that at times.
>>
>>
>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>
>>> Another one.
>>>
>>> That I don't need to specify the blendshape node if there is only one
>>> blend shape node in that object, while I have other objects with blendshape
>>> nodes, each time I add a new blend shape to an object, if I have other
>>> objects with blendshapes nodes.  I need to specify to which blendshape node
>>> I want to add, even if the object that I want to add the shape only has one
>>> blendshape node.
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 13:07 GMT-06:00 Chris Covelli :
>>>
>>> I would be very happy to see Maya make their hypershade more like the
 XSI rendertree.  The hypershade  feels like its "trying" to be node based,
 but not quite getting it.  In XSI ou can see the ports and know instantly
 how everything is connected, whereas the hypershade just has boxes with
 lines between them.  Not very helpful if you ask me.

 Chris Covelli
 http://www.polygonpusherinc.com/
 http://exocortex.com/products/species
 TurboSquid 
 Models


 On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau >>> > wrote:

> no UI way to open two outliners, however there is a splitter bar at
> the bottom of the outliner that you can drag to get two outliner
> panes.
>
> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
> wrote:
> > Indeed there is:
> >
> > As MEL:
> >
> > tearOffPanel "Outliner2" "outlinerPanel" false;
> >
> > This is because UI windows in Maya afaik are given specific names
> and you
> > cannot have two open 'viewports' which share the same name, so just
> create a
> > new one! And tear that off instead. And I agree, this should be part
> of the
> > default GUI, though right now I just save this to my shelf as a
> script and
> > increment the counter when I need a new one. :)
> >
> > Yours sincerely,
>


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


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Mirko Jankovic
No one is actually thinking how much patching can Maya take? Adding more
and more on top of old core...
Frankenmayan


On Fri, Mar 7, 2014 at 8:17 PM, Meng-Yang Lu  wrote:

> Perhaps this is one of the features we should have AD take a look at.
>  Though I think clusters is the foundation that allows shapes in Soft to be
> so powerful.  Are we still decapitating heads in 2014?
>
> -Lu
>
>
> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Bear in mind when dealing with shape work in Maya, and this is in
>> general, that anything outside of Soft is primitive, half arsed, and
>> generally painful.
>> In those regards (shapes) Soft was and will probably always remain
>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>> difference between -anything- and Soft is a gaping chasm.
>>
>> I know of some very large, very prominent shops that are known to NOT use
>> Soft that picked it up solely for that at times.
>>
>>
>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>>
>>> Another one.
>>>
>>> That I don't need to specify the blendshape node if there is only one
>>> blend shape node in that object, while I have other objects with blendshape
>>> nodes, each time I add a new blend shape to an object, if I have other
>>> objects with blendshapes nodes.  I need to specify to which blendshape node
>>> I want to add, even if the object that I want to add the shape only has one
>>> blendshape node.
>>>
>>> ---
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 13:07 GMT-06:00 Chris Covelli :
>>>
>>> I would be very happy to see Maya make their hypershade more like the
 XSI rendertree.  The hypershade  feels like its "trying" to be node based,
 but not quite getting it.  In XSI ou can see the ports and know instantly
 how everything is connected, whereas the hypershade just has boxes with
 lines between them.  Not very helpful if you ask me.

 Chris Covelli
 http://www.polygonpusherinc.com/
 http://exocortex.com/products/species
 TurboSquid 
 Models


 On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau >>> > wrote:

> no UI way to open two outliners, however there is a splitter bar at
> the bottom of the outliner that you can drag to get two outliner
> panes.
>
> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
> wrote:
> > Indeed there is:
> >
> > As MEL:
> >
> > tearOffPanel "Outliner2" "outlinerPanel" false;
> >
> > This is because UI windows in Maya afaik are given specific names
> and you
> > cannot have two open 'viewports' which share the same name, so just
> create a
> > new one! And tear that off instead. And I agree, this should be part
> of the
> > default GUI, though right now I just save this to my shelf as a
> script and
> > increment the counter when I need a new one. :)
> >
> > Yours sincerely,
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Meng-Yang Lu
Perhaps this is one of the features we should have AD take a look at.
 Though I think clusters is the foundation that allows shapes in Soft to be
so powerful.  Are we still decapitating heads in 2014?

-Lu


On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Bear in mind when dealing with shape work in Maya, and this is in general,
> that anything outside of Soft is primitive, half arsed, and generally
> painful.
> In those regards (shapes) Soft was and will probably always remain
> unbeaten. Prepare yourself for vast amounts of pain on every front. The
> difference between -anything- and Soft is a gaping chasm.
>
> I know of some very large, very prominent shops that are known to NOT use
> Soft that picked it up solely for that at times.
>
>
> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez wrote:
>
>> Another one.
>>
>> That I don't need to specify the blendshape node if there is only one
>> blend shape node in that object, while I have other objects with blendshape
>> nodes, each time I add a new blend shape to an object, if I have other
>> objects with blendshapes nodes.  I need to specify to which blendshape node
>> I want to add, even if the object that I want to add the shape only has one
>> blendshape node.
>>
>> ---
>> Emilio Hernández   VFX & 3D animation.
>>
>>
>> 2014-03-07 13:07 GMT-06:00 Chris Covelli :
>>
>> I would be very happy to see Maya make their hypershade more like the XSI
>>> rendertree.  The hypershade  feels like its "trying" to be node based, but
>>> not quite getting it.  In XSI ou can see the ports and know instantly how
>>> everything is connected, whereas the hypershade just has boxes with lines
>>> between them.  Not very helpful if you ask me.
>>>
>>> Chris Covelli
>>> http://www.polygonpusherinc.com/
>>> http://exocortex.com/products/species
>>> TurboSquid 
>>> Models
>>>
>>>
>>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau 
>>> wrote:
>>>
 no UI way to open two outliners, however there is a splitter bar at
 the bottom of the outliner that you can drag to get two outliner
 panes.

 On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang 
 wrote:
 > Indeed there is:
 >
 > As MEL:
 >
 > tearOffPanel "Outliner2" "outlinerPanel" false;
 >
 > This is because UI windows in Maya afaik are given specific names and
 you
 > cannot have two open 'viewports' which share the same name, so just
 create a
 > new one! And tear that off instead. And I agree, this should be part
 of the
 > default GUI, though right now I just save this to my shelf as a
 script and
 > increment the counter when I need a new one. :)
 >
 > Yours sincerely,

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


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
Bear in mind when dealing with shape work in Maya, and this is in general,
that anything outside of Soft is primitive, half arsed, and generally
painful.
In those regards (shapes) Soft was and will probably always remain
unbeaten. Prepare yourself for vast amounts of pain on every front. The
difference between -anything- and Soft is a gaping chasm.

I know of some very large, very prominent shops that are known to NOT use
Soft that picked it up solely for that at times.


On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez  wrote:

> Another one.
>
> That I don't need to specify the blendshape node if there is only one
> blend shape node in that object, while I have other objects with blendshape
> nodes, each time I add a new blend shape to an object, if I have other
> objects with blendshapes nodes.  I need to specify to which blendshape node
> I want to add, even if the object that I want to add the shape only has one
> blendshape node.
>
> ---
> Emilio Hernández   VFX & 3D animation.
>
>
> 2014-03-07 13:07 GMT-06:00 Chris Covelli :
>
> I would be very happy to see Maya make their hypershade more like the XSI
>> rendertree.  The hypershade  feels like its "trying" to be node based, but
>> not quite getting it.  In XSI ou can see the ports and know instantly how
>> everything is connected, whereas the hypershade just has boxes with lines
>> between them.  Not very helpful if you ask me.
>>
>> Chris Covelli
>> http://www.polygonpusherinc.com/
>> http://exocortex.com/products/species
>> TurboSquid 
>> Models
>>
>>
>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau 
>> wrote:
>>
>>> no UI way to open two outliners, however there is a splitter bar at
>>> the bottom of the outliner that you can drag to get two outliner
>>> panes.
>>>
>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
>>> > Indeed there is:
>>> >
>>> > As MEL:
>>> >
>>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>>> >
>>> > This is because UI windows in Maya afaik are given specific names and
>>> you
>>> > cannot have two open 'viewports' which share the same name, so just
>>> create a
>>> > new one! And tear that off instead. And I agree, this should be part
>>> of the
>>> > default GUI, though right now I just save this to my shelf as a script
>>> and
>>> > increment the counter when I need a new one. :)
>>> >
>>> > Yours sincerely,
>>>
>>
>>
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Emilio Hernandez
Another one.

That I don't need to specify the blendshape node if there is only one blend
shape node in that object, while I have other objects with blendshape
nodes, each time I add a new blend shape to an object, if I have other
objects with blendshapes nodes.  I need to specify to which blendshape node
I want to add, even if the object that I want to add the shape only has one
blendshape node.

---
Emilio Hernández   VFX & 3D animation.


2014-03-07 13:07 GMT-06:00 Chris Covelli :

> I would be very happy to see Maya make their hypershade more like the XSI
> rendertree.  The hypershade  feels like its "trying" to be node based, but
> not quite getting it.  In XSI ou can see the ports and know instantly how
> everything is connected, whereas the hypershade just has boxes with lines
> between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names and
>> you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be part of
>> the
>> > default GUI, though right now I just save this to my shelf as a script
>> and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Meng-Yang Lu
The new node editor facilitates this in a similar fashion.  You don't have
to use the Hypershade.


On Fri, Mar 7, 2014 at 11:07 AM, Chris Covelli
wrote:

> I would be very happy to see Maya make their hypershade more like the XSI
> rendertree.  The hypershade  feels like its "trying" to be node based, but
> not quite getting it.  In XSI ou can see the ports and know instantly how
> everything is connected, whereas the hypershade just has boxes with lines
> between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names and
>> you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be part of
>> the
>> > default GUI, though right now I just save this to my shelf as a script
>> and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
That's what the Node Editor is trying to do.
It still misses more than a handful of things to replace the (badly) aging
HS, but it's certainly better, at least at showing ports, than the HS.
The connection editor has, historically, been a blight on the face of
software design, but the old windows will still force you to suffer it.

The NE is alright, but it completely misses a bunch of things, particularly
library management of any sort.


On Sat, Mar 8, 2014 at 6:07 AM, Chris Covelli wrote:

> I would be very happy to see Maya make their hypershade more like the XSI
> rendertree.  The hypershade  feels like its "trying" to be node based, but
> not quite getting it.  In XSI ou can see the ports and know instantly how
> everything is connected, whereas the hypershade just has boxes with lines
> between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names and
>> you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be part of
>> the
>> > default GUI, though right now I just save this to my shelf as a script
>> and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Chris Covelli
I would be very happy to see Maya make their hypershade more like the XSI
rendertree.  The hypershade  feels like its "trying" to be node based, but
not quite getting it.  In XSI ou can see the ports and know instantly how
everything is connected, whereas the hypershade just has boxes with lines
between them.  Not very helpful if you ask me.

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid 
Models


On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau wrote:

> no UI way to open two outliners, however there is a splitter bar at
> the bottom of the outliner that you can drag to get two outliner
> panes.
>
> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
> > Indeed there is:
> >
> > As MEL:
> >
> > tearOffPanel "Outliner2" "outlinerPanel" false;
> >
> > This is because UI windows in Maya afaik are given specific names and you
> > cannot have two open 'viewports' which share the same name, so just
> create a
> > new one! And tear that off instead. And I agree, this should be part of
> the
> > default GUI, though right now I just save this to my shelf as a script
> and
> > increment the counter when I need a new one. :)
> >
> > Yours sincerely,
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Raffaele Fragapane
A handful, though they can be collapsed.
You can create a panel, dump an outliner in it, then show that window.
Looks something like this:

window;
frameLayout -labelVisible false;
string $panel = `outlinerPanel`;
string $outliner = `outlinerPanel -query -outlinerEditor $panel`;
outlinerEditor -edit
$outliner;
showWindow;


On Sat, Mar 8, 2014 at 5:52 AM, Halim Negadi  wrote:

> +1
>
> I think there a way to do so using a mel command.
>
>
> On Fri, Mar 7, 2014 at 7:44 PM, Dave Thomlison wrote:
>
>> Ability to open more than one outliner?
>>
>>
>> On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau wrote:
>>
>>> On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin 
>>> wrote:
>>> > I would really like to hear Autodesk plan to incorporate some of those
>>> > features in Maya.
>>> > I'm guessing there not all super easy to merge, but some of them would
>>> be
>>> > considered as amazing new feature by the Maya users.
>>>
>>> we have been furiously collecting feedback about what's missing in
>>> Maya from a Softimage point of view.
>>> Can't talk about the action plans, but we welcome the feedback, it is
>>> not futile.
>>>
>>
>>
>>
>> --
>> Dave Thomlison
>>
>
>


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


Re: Maya feature request from Softimage users

2014-03-07 Thread Emilio Hernandez
What about if I have a skin cluster and afterwards I make a blendshape
node.  That I don't need to go display the inputs and drag the skin cluster
above the blend shapes node to work properly.

Is there something I am also missing about the MMB or it just the way it is.

---
Emilio Hernández   VFX & 3D animation.


2014-03-07 12:58 GMT-06:00 Luc-Eric Rousseau :

> no UI way to open two outliners, however there is a splitter bar at
> the bottom of the outliner that you can drag to get two outliner
> panes.
>
> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
> > Indeed there is:
> >
> > As MEL:
> >
> > tearOffPanel "Outliner2" "outlinerPanel" false;
> >
> > This is because UI windows in Maya afaik are given specific names and you
> > cannot have two open 'viewports' which share the same name, so just
> create a
> > new one! And tear that off instead. And I agree, this should be part of
> the
> > default GUI, though right now I just save this to my shelf as a script
> and
> > increment the counter when I need a new one. :)
> >
> > Yours sincerely,
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Luc-Eric Rousseau
no UI way to open two outliners, however there is a splitter bar at
the bottom of the outliner that you can drag to get two outliner
panes.

On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang  wrote:
> Indeed there is:
>
> As MEL:
>
> tearOffPanel "Outliner2" "outlinerPanel" false;
>
> This is because UI windows in Maya afaik are given specific names and you
> cannot have two open 'viewports' which share the same name, so just create a
> new one! And tear that off instead. And I agree, this should be part of the
> default GUI, though right now I just save this to my shelf as a script and
> increment the counter when I need a new one. :)
>
> Yours sincerely,


Re: Maya feature request from Softimage users

2014-03-07 Thread Emilio Hernandez
>>>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>>>
>>>>>>>
>>>>>>> 2014-03-07 12:14 GMT-06:00 Rob Chapman :
>>>>>>>
>>>>>>>> No icons..?  :D
>>>>>>>>  On 7 Mar 2014 18:10, "Emilio Hernandez"  wrote:
>>>>>>>>
>>>>>>>>> Independency of child parameters from parent objects.  LIke for
>>>>>>>>> example if you want to hide the parent and leave the child visible, 
>>>>>>>>> and not
>>>>>>>>> spread all of this throught the hierarchy.
>>>>>>>>>
>>>>>>>>>  ---
>>>>>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> 2014-03-07 12:05 GMT-06:00 Emilio Hernandez :
>>>>>>>>>
>>>>>>>>>> Ability to change the same parameters in a multi selection objects
>>>>>>>>>>
>>>>>>>>>>  ---
>>>>>>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>  2014-03-07 12:03 GMT-06:00 Adam Sale :
>>>>>>>>>>
>>>>>>>>>>  Gator
>>>>>>>>>>> Decent set of shatter and sim tools ala implosia and momentum
>>>>>>>>>>> Face robot type functionality
>>>>>>>>>>>   On Mar 7, 2014 10:00 AM, "Emilio Hernandez" 
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Oh I thought it was mentioned "officialy" by Autodesk.  If that
>>>>>>>>>>>> was the case probably will be the opposite.  But if it is a rumor 
>>>>>>>>>>>> then it
>>>>>>>>>>>> might be there  We just need like 6 years so it will become 
>>>>>>>>>>>> true.
>>>>>>>>>>>>
>>>>>>>>>>>>  ---
>>>>>>>>>>>> Emilio Hernández   VFX & 3D animation.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 2014-03-07 11:54 GMT-06:00 Nic Sievers :
>>>>>>>>>>>>
>>>>>>>>>>>>>  nope, I haven't used it.   I should have specifically said
>>>>>>>>>>>>> its a rumor, instead of I believe.
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Fri, Mar 7, 2014 at 9:50 AM, Christopher Crouzet <
>>>>>>>>>>>>> christopher.crou...@gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> And I believe you're breaking the NDA here?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 7 March 2014 12:47, Nic Sievers  wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>  I believe Maya 2015 adds a new unfold3D tool...
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>  On Fri, Mar 7, 2014 at 9:37 AM, Manuel Huertas Marchena <
>>>>>>>>>>>>>>> lito...@hotmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  uv unfold please!!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  ...really dont like maya uv's tools!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> IMDB <http://www.imdb.com/name/nm4755969/> | Portfolio
>>>>>>>>>>>>>>>> <http://envmanu.com> <http://envmanu.carbonmade.com/>|
>>>>>>>>>>>>>>>> Vimeo <http://vimeo.com/manuelhuertasmarchena> | 
>>>>>>>>>>>>>>>> Linkedin<http://www.linkedin.com/in/manuelhuertas>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  --
>>>>>>>>>>>>>>>> Date: Fri, 7 Mar 2014 17:30:22 +
>>>>>>>>>>>>>>>> Subject: Re: Maya feature request from Softimage users
>>>>>>>>>>>>>>>> From: sebastien.sterl...@gmail.com
>>>>>>>>>>>>>>>> To: softimage@listproc.autodesk.com
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  the ability to show/hide components, like in every other
>>>>>>>>>>>>>>>> DCC ever made.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  the ability to relax selections of polygons edges and
>>>>>>>>>>>>>>>> vertexes.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  neither of these should prove to be too difficult... baby
>>>>>>>>>>>>>>>> steps
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 7 March 2014 17:23, Oscar Juarez <
>>>>>>>>>>>>>>>> tridi.animei...@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> You nailed right there Jeremie, basically being flexible
>>>>>>>>>>>>>>>> when rigging, every day I go splitting geometry, regatoring 
>>>>>>>>>>>>>>>> meshes, and
>>>>>>>>>>>>>>>> merging again, transfering everything seamlessly.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  Multi attribute editor, it's really stupid that when you
>>>>>>>>>>>>>>>> select multiple things you only see one at a time in the 
>>>>>>>>>>>>>>>> attribute editor,
>>>>>>>>>>>>>>>> there is the spreadsheet editor but that sucks in comparison.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Mar 7, 2014 at 6:11 PM, Jason S <
>>>>>>>>>>>>>>>> jasonsta...@gmail.com> wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  Maya 2039 (rewritten)
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 03/07/14 12:06, Mirko Jankovic wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> stable non destructive workflow
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>   --
>>>>>>>>>>>>>> Christopher Crouzet
>>>>>>>>>>>>>> *http://christophercrouzet.com*<http://christophercrouzet.com>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Meng-Yang Lu
And implemented poorly.  Largely because of the lack of an operator stack.
 If you apply transfer attributes further down the line, you're gonna have
a bad time freezing it to improve performance.

Stack reordering is fine.  Again, the ability to edit that stack is what's
missing.

-Lu


On Fri, Mar 7, 2014 at 10:39 AM, Steven Caron  wrote:

> from what i understand, keep in mind i am no maya expert, some of those
> things are available already...
>
> gator = attribute transfer http://goo.gl/zFQ0Py
> operator stack reordering = deformation order http://goo.gl/nHzWJF
>
>
> On Fri, Mar 7, 2014 at 8:59 AM, Jeremie Passerin wrote:
>
>> Hey guys...
>>
>> What do you want to see added to Maya ?
>> Autodesk is saying they will add Softimage features to the other
>> packages... What is that ?
>>
>> As a Rigger, here is what I will miss the most
>>
>> - Gator
>> - ICE : Especially to create custom deformers
>> - Proper weights painting tools
>> - Weights Editor !
>> - The Operator Stack, reorder, delete operator...
>> - Being able to change modeling whith Envelope, Shapes already applied to
>> the mesh
>> - Blend shape workflow
>>
>> I would really like to hear Autodesk plan to incorporate some of those
>> features in Maya.
>> I'm guessing there not all super easy to merge, but some of them would be
>> considered as amazing new feature by the Maya users.
>>
>> J/
>>
>
>


Re: Maya feature request from Softimage users

2014-03-07 Thread Siew Yi Liang

Indeed there is:

As MEL:

tearOffPanel "Outliner2" "outlinerPanel" false;

This is because UI windows in Maya afaik are given specific names and 
you cannot have two open 'viewports' which share the same name, so just 
create a new one! And tear that off instead. And I agree, this should be 
part of the default GUI, though right now I just save this to my shelf 
as a script and increment the counter when I need a new one. :)


Yours sincerely,
Siew Yi Liang

On 3/7/2014 10:52 AM, Halim Negadi wrote:

+1

I think there a way to do so using a mel command.


On Fri, Mar 7, 2014 at 7:44 PM, Dave Thomlison > wrote:


Ability to open more than one outliner?


On Fri, Mar 7, 2014 at 1:41 PM, Luc-Eric Rousseau
mailto:luceri...@gmail.com>> wrote:

On Fri, Mar 7, 2014 at 11:59 AM, Jeremie Passerin
mailto:gerem@gmail.com>> wrote:
> I would really like to hear Autodesk plan to incorporate
some of those
> features in Maya.
> I'm guessing there not all super easy to merge, but some of
them would be
> considered as amazing new feature by the Maya users.

we have been furiously collecting feedback about what's missing in
Maya from a Softimage point of view.
Can't talk about the action plans, but we welcome the
feedback, it is
not futile.




-- 
Dave Thomlison







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