Re: Maya thinks they're clever....and that's the problem

2015-02-26 Thread Jordi Bares Dominguez
Very true, consistency should be paramount. 

jb

 On 20 Feb 2015, at 19:39, Jason S jasonsta...@gmail.com wrote:
 
 I'd say both are happy(er) when things are consistent and predictable 
 (however they work), with care to eliminate as many steps as possible, 
 because sometimes even microsteps make all the difference.
 
 
 On 02/20/15 14:08, Rob Chapman wrote:
 So now we get to a crux of an issue of ui design, who is the more human, the 
 artist or the programmer
 
 On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:
 That really is the point, isn’t it? 
  
 --
 
 Joey
 
  
  
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
 Sent: Friday, February 20, 2015 1:13 PM
 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem
 
  
 If programmer making something for artists shouldn't that follow what 
 artists needs not what programmer feels it should be ;)
 
  
  
 



Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Gerbrand Nel

or we could just make them use maya for thirty days :)
On 25/02/2015 15:28, Greg Punchatz wrote:
What we have here is failure to communicate. .. Thirty days in the 
hotbox for the folks that killed xsi!


Sent from my iPhone

On Feb 25, 2015, at 5:40 AM, Chris Marshall chrismarshal...@gmail.com 
mailto:chrismarshal...@gmail.com wrote:



Somewhere maybe Autodesk Managers should now be placed?

On 25 February 2015 at 11:37, Andi Farhall hack...@outlook.com 
mailto:hack...@outlook.com wrote:


Something they put unruly animators in, generally made of
corrugated tin I believe.


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


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

This email and any attachments to it may be confidential and are
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the author and do not necessarily represent those of Hackney
Effects Ltd.

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it to anyone.

Please contact the sender if you believe you have received this
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Date: Wed, 25 Feb 2015 11:10:02 +
Subject: Re: Maya thinks they're cleverand that's the problem
From: chrismarshal...@gmail.com mailto:chrismarshal...@gmail.com
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com

What's the Hot Box? Or have I just made that up?




--

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk http://www.mintmotion.co.uk





RE: Maya thinks they're clever....and that's the problem

2015-02-25 Thread gareth bell
No-one deserves that level of abuse

Date: Wed, 25 Feb 2015 15:39:52 +0200
From: nagv...@gmail.com
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem


  

  
  
or we could just make them use maya for
  thirty days :)

  On 25/02/2015 15:28, Greg Punchatz wrote:



  
  What we have here is failure to communicate. .. Thirty days
in the hotbox for the folks that killed xsi!



Sent from my iPhone
  

On Feb 25, 2015, at 5:40 AM, Chris Marshall chrismarshal...@gmail.com
wrote:



  
  

  Somewhere maybe Autodesk Managers should now be
placed?

  
  

On 25 February 2015 at 11:37, Andi
  Farhall hack...@outlook.com
  wrote:

  

  Something they put unruly animators in,
generally made of corrugated tin I believe.




...

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


  

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

http://spylon.tumblr.com/
  

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






  
  
Date: Wed, 25 Feb 2015 11:10:02 +

  Subject: Re: Maya thinks they're cleverand
  that's the problem

From: chrismarshal...@gmail.com

To: softimage@listproc.autodesk.com

  

  What's the Hot Box? Or have I
just made that up?



  


  

  






-- 


  

  
  Chris Marshall

  
  Mint Motion Limited
  029 20 37 27 57
  07730 533 115
  www.mintmotion.co.uk
  

  

  

  


  

Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Greg Punchatz
What we have here is failure to communicate. .. Thirty days in the hotbox for 
the folks that killed xsi!

Sent from my iPhone

 On Feb 25, 2015, at 5:40 AM, Chris Marshall chrismarshal...@gmail.com wrote:
 
 Somewhere maybe Autodesk Managers should now be placed?
 
 On 25 February 2015 at 11:37, Andi Farhall hack...@outlook.com wrote:
 Something they put unruly animators in, generally made of corrugated tin I 
 believe.
 
 
 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21
 
 
 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/
 
 This email and any attachments to it may be confidential and are intended 
 solely for the use of the individual to whom it is addressed. Any views or 
 opinions expressed are solely those of the author and do not necessarily 
 represent those of Hackney Effects Ltd.
 
 If you are not the intended recipient of this email, you must neither take 
 any action based upon its contents, nor copy or show it to anyone.
 
 Please contact the sender if you believe you have received this email in 
 error.
 
 
 
 
 Date: Wed, 25 Feb 2015 11:10:02 +
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: chrismarshal...@gmail.com
 To: softimage@listproc.autodesk.com
 
 What's the Hot Box? Or have I just made that up?
 
 
 
 -- 
 
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 


Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread John Clausing
I was going to go a whole nother way with that question..lol

Sent from my iPhone

 On Feb 25, 2015, at 6:40 AM, Chris Marshall chrismarshal...@gmail.com wrote:
 
 Somewhere maybe Autodesk Managers should now be placed?
 
 On 25 February 2015 at 11:37, Andi Farhall hack...@outlook.com wrote:
 Something they put unruly animators in, generally made of corrugated tin I 
 believe.
 
 
 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21
 
 
 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/
 
 This email and any attachments to it may be confidential and are intended 
 solely for the use of the individual to whom it is addressed. Any views or 
 opinions expressed are solely those of the author and do not necessarily 
 represent those of Hackney Effects Ltd.
 
 If you are not the intended recipient of this email, you must neither take 
 any action based upon its contents, nor copy or show it to anyone.
 
 Please contact the sender if you believe you have received this email in 
 error.
 
 
 
 
 Date: Wed, 25 Feb 2015 11:10:02 +
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: chrismarshal...@gmail.com
 To: softimage@listproc.autodesk.com
 
 What's the Hot Box? Or have I just made that up?
 
 
 
 -- 
 
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 


RE: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Its fair to say that I'm very critical of a lot of Maya's UI. The Hotbox 
however in the early days was quite a novel idea. One must understand that in 
1998 Maya was not as massive a program it is today. So in some ways the Hotbox, 
something that was quite easy to use in the beginning, became quite complex 
after a decade of new features.

Why the Hotbox? Well its simple. In Maya you can turn off practically every 
viewport, menu bar, shelf, menus, dialog etc until you have nothing but a 
single blank viewport of your choice and you could still operate the software 
through the Hotbox. It's a novel idea actually, one that at the time reminded 
of the early days of 3D when we had menu monitors and the viewports were clean 
of menus. It struck me that poly or NURBS modelers might find this approach 
useful. Single mode task for example that required large screen real estate. I 
used it this way for NURBS occasionally and liked it.

Problem is that with every new feature, every new module, Artisan, then 
PaintFX, Cloth, Fluids,  etc the Hotbox kept getting bigger and less pleasant 
to use. I slowly stopped using it altogether at some point in the early 2000s. 
While i certainly understand someone having the first impression about the 
Hotbox that they do today, some historical context is useful however. Time has 
not been kind to the idea. One that had great promise. But with a lot of other 
things that AW did back then, they would have these moments of UI inspiration 
then just totally stop thinking about the UI and spend all their time on 
improving or adding new core features. In doing so the Hotbox eventually grew 
into something quite unlike its original appearnce and intent.

If the user had been able to create custom contexts for tbe Hotbox, that is 
custom Hotbox layouts that only included what the user wanted it it, for things 
relevant only NURBS modeling for example, it may have been more useful. Problem 
is, the Hotbox theory appeared to be predicated on everything being in the same 
place so the user could use it gesturally without having to read the menus 
similar to marking menus. Don't know if they ever managed to implement hotbox 
contexts. At some point about 2005 I switched back to SI and didnt give it much 
thought after that.

Joey

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Chris Marshall 
[chrismarshal...@gmail.com]
Sent: Wednesday, February 25, 2015 6:10 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

What's the Hot Box? Or have I just made that up?



Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Cesar Saez
In all fairness, Maya GUI is much more customizable than Softimage's one...
just saying.

On Thu, Feb 26, 2015 at 11:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 I'm not talking about zone marking menus. Custom marking menus can be
 created and there are a handful of contexts that can be used. But thats not
 what i'm taking about. I'm talking about the Hotbox itself. Being able to
 hide some or all of it isn't sufficient. I want the ability to create
 hotbox layouts,choosing only the commands i want and where they are placed
 in the hotbox. The zone marking menus are an extra step beyong the hotbox,
 and while they are customizable i don't care to use them. Getting to those
 commands take two or three extra clicks at which point the using the hotbox
 no longer interests me.

 Yeah i know i can hide a lot of the extraneous stuff in the hotbox. But i
 know of no way to save that as a hotbox layout or hotbox set. Ever try to
 set up a viewport layout and a hotbox layout to match? Yeah its kind of
 weird. Get all fairly close to what you want, remove the hotbox file bar
 and interface filebar for example and i can find no way to save the layout.
 This is my point. The hotbox is a very novel idea, but its half baked and
 isnt thought through to its ultimate value.

 Give me the ability to get to just the commands i want with one click the
 spacebar, give me alt-spacebar to optionbox any of those commands. Then i
 will be impressed.

 Joey
 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane [
 raffsxsil...@googlemail.com]
 Sent: Wednesday, February 25, 2015 6:13 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem

 You can select what appears in the hotbox and what doesn't already, Joey,
 and you can customise marking menus (which respond to gesture) which are
 even quicker.

 Maya's UI is, in most places, borderline disgraceful, the hotbox and the
 gesture driven contextual menus are not those places.



RE: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Sure. If youre willing to write your own UI or mod every .mel driving the 
interface, yes thats possible. Been possible since v1.0. AW made a huge frikkin 
deal about that back in 97. Thats not the point. I'll never forget in 98 there 
was no invert component selection. What was AW's response to that? Script it, 
and throw it on the shelf. Not everybody can do that, has the time to do that 
or experience. Besides its a basic thing that should have been there. Was i 
customizing the interface by writing my own inverse selection tool, sure. But i 
should not have had to do that.Thats been the issue since Maya was conceived.

 If somebody wanted to make the perfect UI for Maya they could do that if they 
had the time money and ability. The whole things been rewritten in QT but its 
practically the same thing as the native Maya UI that preceded it. Whats up 
with that?

The developers back in te day produced a fairly reasonable next gen UI for Maya 
by 97. Using TAV, Power Animator, 3Design and its greatest competitor Softimage 
3D as benchmarks, the interface was light years ahead in many ways. Even I will 
admit it was easier to use than SI3D. Multi selection anyone? Then they 
completely dropped the ball and failed to follow through. What we have today 
out of the box is an 18 year old GUI.

I frankly could care less if it is customizable if it was designed with the 
user as an artist in mind. I'm not opposed to customizable UIs. I want to 
customize it, desire it to be customizable because it isnt designed with artist 
in mind.

The Hotbox is a perfect point. Count the steps to perform any command with it 
versus the basic interface. In the Hotbox its often 1, 2, or more steps extra. 
Why would anybody want to use a system like that if they know its going to 
create so much extra work. Thats illogical. Its an awesome idea, but its 
traditional implementation is illogical. So close to be something truly 
beautiful, but not designed with the user in mind. Yes its practical. But the 
commands you need are not there when you click on the spacebar,  you have to 
keep digging through marking menus to get there, but they should be if you want 
it that way.

You don't have to sell me on the idea of the hotbox, its a very good one. But 
its not cooked yet. In some ways its an unpleasant experience. Somebody needs 
to put it back in the oven and let it finish. But that i guess is the true 
irony of Maya. Its a strong capable and stable software, but often not the most 
pleasant user interface experience and its available customizations often dont 
help that situation. 

Incidentally i don't blame AD for that. They did not design the software, AW 
did. And only time will tell if AD is able to fix it.


Joey

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Cesar Saez 
[cesa...@gmail.com]
Sent: Wednesday, February 25, 2015 9:07 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

In all fairness, Maya GUI is much more customizable than Softimage's one... 
just saying.

On Thu, Feb 26, 2015 at 11:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
I'm not talking about zone marking menus. Custom marking menus can be created 
and there are a handful of contexts that can be used. But thats not what i'm 
taking about. I'm talking about the Hotbox itself. Being able to hide some or 
all of it isn't sufficient. I want the ability to create hotbox 
layouts,choosing only the commands i want and where they are placed in the 
hotbox. The zone marking menus are an extra step beyong the hotbox, and while 
they are customizable i don't care to use them. Getting to those commands take 
two or three extra clicks at which point the using the hotbox no longer 
interests me.

Yeah i know i can hide a lot of the extraneous stuff in the hotbox. But i know 
of no way to save that as a hotbox layout or hotbox set. Ever try to set up a 
viewport layout and a hotbox layout to match? Yeah its kind of weird. Get all 
fairly close to what you want, remove the hotbox file bar and interface filebar 
for example and i can find no way to save the layout. This is my point. The 
hotbox is a very novel idea, but its half baked and isnt thought through to its 
ultimate value.

Give me the ability to get to just the commands i want with one click the 
spacebar, give me alt-spacebar to optionbox any of those commands. Then i will 
be impressed.

Joey

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com]
Sent: Wednesday, February 25, 2015 6:13 PM
To: softimage@listproc.autodesk.commailto:softimage

RE: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'm not talking about zone marking menus. Custom marking menus can be created 
and there are a handful of contexts that can be used. But thats not what i'm 
taking about. I'm talking about the Hotbox itself. Being able to hide some or 
all of it isn't sufficient. I want the ability to create hotbox 
layouts,choosing only the commands i want and where they are placed in the 
hotbox. The zone marking menus are an extra step beyong the hotbox, and while 
they are customizable i don't care to use them. Getting to those commands take 
two or three extra clicks at which point the using the hotbox no longer 
interests me. 

Yeah i know i can hide a lot of the extraneous stuff in the hotbox. But i know 
of no way to save that as a hotbox layout or hotbox set. Ever try to set up a 
viewport layout and a hotbox layout to match? Yeah its kind of weird. Get all 
fairly close to what you want, remove the hotbox file bar and interface filebar 
for example and i can find no way to save the layout. This is my point. The 
hotbox is a very novel idea, but its half baked and isnt thought through to its 
ultimate value.

Give me the ability to get to just the commands i want with one click the 
spacebar, give me alt-spacebar to optionbox any of those commands. Then i will 
be impressed.

Joey

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: Wednesday, February 25, 2015 6:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

You can select what appears in the hotbox and what doesn't already, Joey, and 
you can customise marking menus (which respond to gesture) which are even 
quicker.

Maya's UI is, in most places, borderline disgraceful, the hotbox and the 
gesture driven contextual menus are not those places.


Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Luc-Eric Rousseau
Re:hotbox: I think this is an edge case, but actually, you can define
your own user menu sets in Maya, and when you hide everything, it'll
show the current menu sets, which means only what you want to see. And
of course you can separately define a custom marking menu on any
hotkey, they don't just exist in the hotbox. Pretty much everything is
there, but I have a feeling you'll be moving that yardstick forward
wherever you need it.

On Wed, Feb 25, 2015 at 7:01 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 I'm not talking about zone marking menus. Custom marking menus can be created 
 and there are a handful of contexts that can be used. But thats not what i'm 
 taking about. I'm talking about the Hotbox itself. Being able to hide some or 
 all of it isn't sufficient. I want the ability to create hotbox 
 layouts,choosing only the commands i want and where they are placed in the 
 hotbox. The zone marking menus are an extra step beyong the hotbox, and while 
 they are customizable i don't care to use them. Getting to those commands 
 take two or three extra clicks at which point the using the hotbox no longer 
 interests me.

 Yeah i know i can hide a lot of the extraneous stuff in the hotbox. But i 
 know of no way to save that as a hotbox layout or hotbox set. Ever try to set 
 up a viewport layout and a hotbox layout to match? Yeah its kind of weird. 
 Get all fairly close to what you want, remove the hotbox file bar and 
 interface filebar for example and i can find no way to save the layout. This 
 is my point. The hotbox is a very novel idea, but its half baked and isnt 
 thought through to its ultimate value.

 Give me the ability to get to just the commands i want with one click the 
 spacebar, give me alt-spacebar to optionbox any of those commands. Then i 
 will be impressed.

 From: Raffaele Fragapane [raffsxsil...@googlemail.com]
 Subject: Re: Maya thinks they're cleverand that's the problem

 You can select what appears in the hotbox and what doesn't already, Joey, and 
 you can customise marking menus (which respond to gesture) which are even 
 quicker.

 Maya's UI is, in most places, borderline disgraceful, the hotbox and the 
 gesture driven contextual menus are not those places.



Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Raffaele Fragapane
You can select what appears in the hotbox and what doesn't already, Joey,
and you can customise marking menus (which respond to gesture) which are
even quicker.

Maya's UI is, in most places, borderline disgraceful, the hotbox and the
gesture driven contextual menus are not those places.


Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Chris Marshall
What's the Hot Box? Or have I just made that up?


RE: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Andi Farhall
Something they put unruly animators in, generally made of corrugated tin I 
believe.

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

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

Date: Wed, 25 Feb 2015 11:10:02 +
Subject: Re: Maya thinks they're cleverand that's the problem
From: chrismarshal...@gmail.com
To: softimage@listproc.autodesk.com

What's the Hot Box? Or have I just made that up?

  

Re: Maya thinks they're clever....and that's the problem

2015-02-25 Thread Chris Marshall
Somewhere maybe Autodesk Managers should now be placed?

On 25 February 2015 at 11:37, Andi Farhall hack...@outlook.com wrote:

 Something they put unruly animators in, generally made of corrugated tin I
 believe.


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


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

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

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

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


 --
 Date: Wed, 25 Feb 2015 11:10:02 +
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: chrismarshal...@gmail.com
 To: softimage@listproc.autodesk.com

 What's the Hot Box? Or have I just made that up?




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


RE: Maya thinks they're clever....and that's the problem

2015-02-22 Thread Andi Farhall
and the good news is.. the Softimage you all have installed will continue 
to out perform Maya for years to come, don't let AD convince you that the 
emperor is finely clothed when in fact he's naked.

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

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

Date: Sat, 21 Feb 2015 12:41:43 -0600
Subject: Re: Maya thinks they're cleverand that's the problem
From: i.anima...@gmail.com
To: softimage@listproc.autodesk.com

Sorry, odd auto spellcheck correction there...not that I can entirely disagree 
with it...but still want to stay professional and all.

On Sat, Feb 21, 2015 at 12:33 PM, Eric Turman i.anima...@gmail.com wrote:
Poignantly sad and true Bradley...although Autodicks broke the machine so that 
users couldn't switch back.
2015-02-21 12:31 GMT-06:00 Bradley Gabe witha...@gmail.com:




-- 


 

 -=T=-



-- 


 

 -=T=-
  

Re: Maya thinks they're clever....and that's the problem

2015-02-21 Thread Bradley Gabe
[image: Inline image 1]


Re: Maya thinks they're clever....and that's the problem

2015-02-21 Thread Eric Turman
Sorry, odd auto spellcheck correction there...not that I can entirely
disagree with it...but still want to stay professional and all.


On Sat, Feb 21, 2015 at 12:33 PM, Eric Turman i.anima...@gmail.com wrote:

 Poignantly sad and true Bradley...although Autodicks broke the machine so
 that users couldn't switch back.

 2015-02-21 12:31 GMT-06:00 Bradley Gabe witha...@gmail.com:

 [image: Inline image 1]




 --




 -=T=-




-- 




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-21 Thread Eric Turman
Maya is consistent thoughconsistently awful and frustrating :P

On Sat, Feb 21, 2015 at 6:11 AM, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 Very true, consistency should be paramount.

 jb


 On 20 Feb 2015, at 19:39, Jason S jasonsta...@gmail.com wrote:

  I'd say both are happy(er) when things are consistent and predictable
 (however they work), with care to eliminate as many steps as possible,
 because sometimes even microsteps make all the difference.


 On 02/20/15 14:08, Rob Chapman wrote:

 So now we get to a crux of an issue of ui design, who is the more human,
 the artist or the programmer
 On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  That really is the point, isn’t it?


 --

 Joey



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Friday, February 20, 2015 1:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem


 If programmer making something for artists shouldn't that follow what
 artists needs not what programmer feels it should be ;)








-- 




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-21 Thread Eric Turman
Poignantly sad and true Bradley...although Autodicks broke the machine so
that users couldn't switch back.

2015-02-21 12:31 GMT-06:00 Bradley Gabe witha...@gmail.com:

 [image: Inline image 1]




-- 




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-21 Thread Jordi Bares Dominguez
Very true, consistency should be paramount. 

jb

 On 20 Feb 2015, at 19:39, Jason S jasonsta...@gmail.com wrote:
 
 I'd say both are happy(er) when things are consistent and predictable 
 (however they work), with care to eliminate as many steps as possible, 
 because sometimes even microsteps make all the difference.
 
 
 On 02/20/15 14:08, Rob Chapman wrote:
 So now we get to a crux of an issue of ui design, who is the more human, the 
 artist or the programmer
 
 On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:
 That really is the point, isn’t it? 
  
 --
 
 Joey
 
  
  
 From: softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com 
 mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
 Sent: Friday, February 20, 2015 1:13 PM
 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem
 
  
 If programmer making something for artists shouldn't that follow what 
 artists needs not what programmer feels it should be ;)
 
  
  
 



RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Leonard Koch
Great, now all we have to do is wait for the takeover by the evil Dominion
corporation and wait a few years until it all falls apart...
On Feb 20, 2015 7:16 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Thats an awesome metaphor! Maya as a Cardasian. LOL

 Joey
 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Eric Turman [
 i.anima...@gmail.com]
 Sent: Thursday, February 19, 2015 7:48 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem

 There...Are...Four...Lights!

 On Thu, Feb 19, 2015 at 4:13 PM, Luc-Eric Rousseau luceri...@gmail.com
 mailto:luceri...@gmail.com wrote:
 On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov
 wrote:
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent constrain, the
  second selected object will constrain to the first
 
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent, the first
  selected object will become child of the second

 isn't this because you'd select all the children you want to parent,
 and then finish with the single parent,
 or select all the object you want to parent-constraint to, and then
 finish the single target?
 The single object is always last and highlighted in green vs other
 ones in white.


 btw, it's written on the help line at the bottom of the screen what
 you need to select to run the menu command:
 Parent: Parent the selected object(s) to the last selected object
 Contraint-Parent: Select one or more target followed by the object
 to constrain



 --




 -=T=-




Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Rob Wuijster

oohhh  nice one!! :-D


Rob

\/-\/\/

On 20-2-2015 1:48, Eric Turman wrote:

There...Are...Four...Lights!

On Thu, Feb 19, 2015 at 4:13 PM, Luc-Eric Rousseau 
luceri...@gmail.com mailto:luceri...@gmail.com wrote:


On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov
mailto:j.ponthi...@nasa.gov wrote:
 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent
constrain, the
 second selected object will constrain to the first

 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent, the
first
 selected object will become child of the second

isn't this because you'd select all the children you want to parent,
and then finish with the single parent,
or select all the object you want to parent-constraint to, and then
finish the single target?
The single object is always last and highlighted in green vs other
ones in white.


btw, it's written on the help line at the bottom of the screen what
you need to select to run the menu command:
Parent: Parent the selected object(s) to the last selected object
Contraint-Parent: Select one or more target followed by the object
to constrain




--




-=T=-

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2015.0.5646 / Virus Database: 4284/9143 - Release Date: 02/19/15





Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Matt Lind
One thing Softimage got right was this basic order of operations and 
consistently apply it across the application.


Back when I taught XSI, I always explained tool workflow in terms of master 
and slave, with the slave being the element that received the operator that 
does all the work.  In the case of a constraint, it's the object controlled 
by the constraint.  In the case of an envelope, it's the geometry being 
deformed.  In the case of a cluster, it's the subcomponents on the geometry. 
For setting keyframes, select the parameter(s), then set your key.


The simple rule was:
   1 select the slave
   2 choose your tool from the menu
   3 pick the master(s).

Made teaching (and learning) easy.

One of the biggest problems with Maya, and 3DSMax to a degree, is the 
inconsistency of these basic principles.  It's like every tool and workflow 
was designed and built in a vacuum separate from the rest of the 
application.  It's painfully obvious whoever came up with many of the 
workflows doesn't do 3D work in production.  It's like they were given a 
spec sheet and built a tool to satisfy the core requirements in principle 
but not in spirit.  There's no harmony, and seemingly nobody at the wheel of 
UI driving those workflows (until now).



Matt





Date: Fri, 20 Feb 2015 12:20:21 -0500
From: Luc-Eric Rousseau luceri...@gmail.com
Subject: Re: Maya thinks they're cleverand that's the problem
To: softimage@listproc.autodesk.com

Hello I know what you're saying, but the way I saw it, those scenarios
were select the many, and then highlight the one.  This allows you
to select everything and then highlight the target for example the
motion path or the parent, and the UI supports that paradigm with the
green highlight of The One.

Thinking in terms of source and target is not always unambiguous in
UI. For example, if you have a menu that applies a LookAt constraint,
what's the target, is it what the object will end up look at, or
what the object the menu command acts upon.  A technical individual
might see things as picking all the inputs of an operator and then the
output, and an artistic person might see things differently and read
it like subject/verb/object.



RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
This is very true. Microsteps matter, especially the ones that don’t register 
with the developers’ concept of how things should work.



People on Maya’s dev team should perform this exercise:

Create a small sphere on the far bottom left corner of the viewport.
Create a small cube on the far top right corner of the viewport.
Create a small circle curve on the far top left corner of the viewport.
Create a small circle curve on the far bottom right corner of the viewport.



Example 1:
Look to the bottom left, select the sphere.
Look to the top right and ctrl-select the cube.
Point constrain the two.

Where is the cube now? The last place you were looking? Or the first place? 
Exactly, it is in the first place you looked which is not where we intuitively 
expect it. We expect it to move to the last place we looked. Because that was 
the target. Target is secondary. Target is last in order.

We have to stop, if just for an instant, and think about that prospect. Why did 
my target move to the source? Why did step 2 move to the location of step 1. 
That’s illogical. The sphere should have moved to the cube. I picked up the 
sphere first, I want it to move the sphere to the cube, but weirdly the sphere 
did not move, the second thing I picked up moved to the first. But I picked the 
sphere first. But this is Maya. So I guess its ok. Expected? Normal? Maybe? How 
does this work again? Undo everything. Select the cube first then the sphere 
then constrain. Now the sphere moves to the location of first selection and is 
constrained to the cube. I think. I know this is illogical, it feels awkward, 
but I have to accept it to move on. Who thought of this? Why does it do this? 
Did I do this correct? What does the outliner show me? Yeah it looks correct 
there, maybe, but just doesn’t feel right? Better play the timeline to make 
sure this behaves like I want it too? Yeah playback makes sense, oh well. But 
it seems like It went the other direction last week. That’s so weird.



Yeah, about last week…..

Example 2:
Now deselect everything.
Look to the top left, select the curve on the top left.
Look to the bottom right and select the other curve on the bottom right.
Execute Animate-Motion Path-Attach To Motion Path.

Where are the curves. Right, they are both at the bottom right, the last place 
you looked. This doesn’t require a double take, doesn’t require the user to 
look back across the screen to where everything began, does not beg the 
question, why???. You are looking at the same place where action ended. This is 
logical. Next!




Now I want to know. How many of you have experienced Example 1?

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Friday, February 20, 2015 2:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

I'd say both are happy(er) when things are consistent and predictable (however 
they work), with care to eliminate as many steps as possible, because sometimes 
even microsteps make all the difference.


On 02/20/15 14:08, Rob Chapman wrote:

So now we get to a crux of an issue of ui design, who is the more human, the 
artist or the programmer
On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
That really is the point, isn’t it?

--
Joey


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Mirko Jankovic
Sent: Friday, February 20, 2015 1:13 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

If programmer making something for artists shouldn't that follow what artists 
needs not what programmer feels it should be ;)





Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Jason S

  
  
Because
that was the target. Target is secondary. Target is last in
order.
  
  Like dragging and dropping?  Drag the folder to the file to move
  the file in the folder xD
  
  I guess what I meant by "good if consistant"  "however they work"
  is only to a certain extent :]
  
  
  
  On 02/20/15 15:30, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


  
  
  
  
This
  is very true. Microsteps matter, especially the ones that
  don’t register with the developers’ concept of how things
  should work.
 
 
 
People
on Maya’s dev team should perform this exercise:
 
Create
a small sphere on the far bottom left corner of the
viewport.

Create
a small cube on the far top right corner of the viewport.
Create
a small circle curve on the far top left corner of the
viewport.
Create
a small circle curve on the far bottom right corner of the
viewport.
 
 
 
Example
1:
Look
to the bottom left, select the sphere.
Look
to the top right and ctrl-select the cube.
Point
constrain the two.
 
Where
is the cube now? The last place you were looking? Or the
first place? Exactly, it is in the first place you looked
which is not where we intuitively expect it. We expect it to
move to the last place we looked. Because that was the
target. Target is secondary. Target is last in order.
 
We
have to stop, if just for an instant, and think about that
prospect. Why did my target move to the source? Why did step
2 move to the location of step 1. That’s illogical. The
sphere should have moved to the cube. I picked up the sphere
first, I want it to move the sphere to the cube, but weirdly
the sphere did not move, the second thing I picked up moved
to the first. But I picked the sphere first. But this is
Maya. So I guess its ok. Expected? Normal? Maybe? How does
this work again? Undo everything. Select the cube first then
the sphere then constrain. Now the sphere moves to the
location of first selection and is constrained to the cube.
I think. I know this is illogical, it feels awkward, but I
have to accept it to move on. Who thought of this? Why does
it do this? Did I do this correct? What does the outliner
show me? Yeah it looks correct there, maybe, but just
doesn’t feel right? Better play the timeline to make sure
this behaves like I want it too? Yeah playback makes sense,
oh well. But it seems like It went the other direction last
week. That’s so weird.
 
 
 
Yeah,
about last week…..
 
Example
2:
Now
deselect everything.
Look
to the top left, select the curve on the top left.
Look
to the bottom right and select the other curve on the bottom
right.
Execute
Animate-Motion Path-Attach To Motion Path.
 
Where
are the curves. Right, they are both at the bottom right,
the last place you looked. This doesn’t require a double
take, doesn’t require the user to look back across the
screen to where everything began, does not beg the question,
why???. You are looking at the same place where action
ended. This is logical. Next!
 
 
 
 
Now
I want to know. How many of you have experienced Example 1?
 

  --
  Joey
  Ponthieux
  __
  Opinions
  stated here-in are strictly those of the author and do not
  
  represent
  the opinions of NASA or any other party.
  

  


  



Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Adam Sale
I am getting kind of used to the quirkiness of Maya and its selection modes
for parenting and constraining. I can't say I like it as I still make
mistakes as you outline when swtiching from parenting to constraints, to
motion paths.

I wish there were more of an obvious way to determine if maintain offset is
being used, like the CNSComp option.. plain as day when you are using
offsets.

Adam

On Fri, Feb 20, 2015 at 12:30 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  This is very true. Microsteps matter, especially the ones that don’t
 register with the developers’ concept of how things should work.







 People on Maya’s dev team should perform this exercise:



 Create a small sphere on the far bottom left corner of the viewport.

 Create a small cube on the far top right corner of the viewport.

 Create a small circle curve on the far top left corner of the viewport.

 Create a small circle curve on the far bottom right corner of the viewport.







 Example 1:

 Look to the bottom left, select the sphere.

 Look to the top right and ctrl-select the cube.

 Point constrain the two.



 Where is the cube now? The last place you were looking? Or the first
 place? Exactly, it is in the first place you looked which is not where we
 intuitively expect it. We expect it to move to the last place we looked.
 Because that was the target. Target is secondary. Target is last in order.



 We have to stop, if just for an instant, and think about that prospect.
 Why did my target move to the source? Why did step 2 move to the location
 of step 1. That’s illogical. The sphere should have moved to the cube. I
 picked up the sphere first, I want it to move the sphere to the cube, but
 weirdly the sphere did not move, the second thing I picked up moved to the
 first. But I picked the sphere first. But this is Maya. So I guess its ok.
 Expected? Normal? Maybe? How does this work again? Undo everything. Select
 the cube first then the sphere then constrain. Now the sphere moves to the
 location of first selection and is constrained to the cube. I think. I know
 this is illogical, it feels awkward, but I have to accept it to move on.
 Who thought of this? Why does it do this? Did I do this correct? What does
 the outliner show me? Yeah it looks correct there, maybe, but just doesn’t
 feel right? Better play the timeline to make sure this behaves like I want
 it too? Yeah playback makes sense, oh well. But it seems like It went the
 other direction last week. That’s so weird.







 Yeah, about last week…..



 Example 2:

 Now deselect everything.

 Look to the top left, select the curve on the top left.

 Look to the bottom right and select the other curve on the bottom right.

 Execute Animate-Motion Path-Attach To Motion Path.



 Where are the curves. Right, they are both at the bottom right, the last
 place you looked. This doesn’t require a double take, doesn’t require the
 user to look back across the screen to where everything began, does not beg
 the question, why???. You are looking at the same place where action ended.
 This is logical. Next!









 Now I want to know. How many of you have experienced Example 1?



 --

 Joey Ponthieux

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S
 *Sent:* Friday, February 20, 2015 2:39 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 I'd say both are happy(er) when things are consistent and predictable
 (however they work), with care to eliminate as many steps as possible,
 because sometimes even microsteps make all the difference.


 On 02/20/15 14:08, Rob Chapman wrote:

 So now we get to a crux of an issue of ui design, who is the more human,
 the artist or the programmer

 On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  That really is the point, isn’t it?



 --

 Joey





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Friday, February 20, 2015 1:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 If programmer making something for artists shouldn't that follow what
 artists needs not what programmer feels it should be ;)









Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Luc-Eric Rousseau
Hello I know what you're saying, but the way I saw it, those scenarios
were select the many, and then highlight the one.  This allows you
to select everything and then highlight the target for example the
motion path or the parent, and the UI supports that paradigm with the
green highlight of The One.

Thinking in terms of source and target is not always unambiguous in
UI. For example, if you have a menu that applies a LookAt constraint,
what's the target, is it what the object will end up look at, or
what the object the menu command acts upon.  A technical individual
might see things as picking all the inputs of an operator and then the
output, and an artistic person might see things differently and read
it like subject/verb/object.

On Fri, Feb 20, 2015 at 1:11 AM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 I think you've missed my point. Some of Maya's selection context is done in a 
 normal or intuitive manner. Others are not. The point is that Maya's 
 selection contexts are all over the place and the fact that some processes 
 bear out multiple contexts only confuses matters. In the case of parenting, 
 Maya gets the natural selection order right with the target being last. Its 
 the majority of other processes that are unintuitive and inconsistent with 
 this one.

 I fail to understand how having to read the status line everytime i parent, 
 constrain, or path animate something might be intuitive.

 I've been using using Maya since 98. I know where to get the status line 
 information. I've written MEL scripts that post status line instructions. 
 Thats not the point.

 The point is that the selection methodology in Maya is inconsistent, 
 incongruent, and unintuitive. As if though each process was written by a 
 different person at a different time and nobody knew what the other person 
 was doing. This incongruency demonstrates that Maya completely ignores how 
 and why we as users, as humans, think when it comes directionality of source 
 - target and how percieve this concept.

 This should be a simple intuitive process that the user can instantly 
 extrapolate without having to read the manual every time you switch from 
 parenting to constraints or animating. This is selection methodology. We do 
 this one task, select items, hundreds of times a day. And Maya has no uniform 
 selection paradigm. In fact Attach to Motion Path can even mislead the user 
 into adopting bad behavior by allowing the user to think the selection order 
 is one way until you go to motion path one curve on another and then it can 
 be opposite the way someone has earned to attach objects to a curve. This is 
 illogical.

 The original poster has a valid and salient point. And its not enough that 
 all contexts are the same. They could all be the same and still be 
 unintuitive because they could be contradictory to the way we think about 
 selection naturally. Selection has to be designed to the way we as humans 
 think and not just a procedure for the sake of being a procedure.

 From: Luc-Eric Rousseau [luceri...@gmail.com]

 On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent constrain, the
 second selected object will constrain to the first

 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent, the first
 selected object will become child of the second

 isn't this because you'd select all the children you want to parent,
 and then finish with the single parent,
 or select all the object you want to parent-constraint to, and then
 finish the single target?
 The single object is always last and highlighted in green vs other
 ones in white.


 btw, it's written on the help line at the bottom of the screen what
 you need to select to run the menu command:
 Parent: Parent the selected object(s) to the last selected object
 Contraint-Parent: Select one or more target followed by the object
 to constrain




Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Ed Manning
Yes.  Of course different people will have different logic.

One would hope that the UI team for any product would:

   1. identify *which* people are the primary user base
   2. create a *consistent* set of design and interaction standards that
   address the needs of the primary user base best
   3. explain the logic behind the choice of standards in the product
   documentation
   4. maintain consistency in the application of those standards.

AD has not done a very good job of this.  Nor, to be fair, has any software
manufacturer in our market space (Adobe, I'm looking at you...).  But Maya
is currently among the worst offenders in the AD arsenal.


Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Mirko Jankovic
It really looks like more focus is given in flashy marketing things that
can be pushed in PR then to what is really important, and UI is main way of
using software and it is definitely not researched studied and then applied
as much as it should be.
So many time and hair would be lost with good UI experience.
Imagine pilot in plane with console that has nothing to do with logic,
where one flaps is above his head, another flaps is in other side of the
room and the rest follows... Not many planes would even take of with design
like that :)

On Fri, Feb 20, 2015 at 7:14 PM, Ed Manning etmth...@gmail.com wrote:

 Yes.  Of course different people will have different logic.

 One would hope that the UI team for any product would:

1. identify *which* people are the primary user base
2. create a *consistent* set of design and interaction standards that
address the needs of the primary user base best
3. explain the logic behind the choice of standards in the product
documentation
4. maintain consistency in the application of those standards.

 AD has not done a very good job of this.  Nor, to be fair, has any
 software manufacturer in our market space (Adobe, I'm looking at you...).
 But Maya is currently among the worst offenders in the AD arsenal.



Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Jason S

  
  

On 02/20/15 13:24, Mirko Jankovic
wrote:
... where one flaps is above his head, another flaps is in
other side of the room ...
  
  Hahaha  xD
  
  
  On 02/20/15 13:24, Mirko Jankovic wrote:


  It really looks like more focus is given in flashy
marketing things that can be pushed in PR then to what is really
important, and UI is main way of using software and it is
definitely not researched studied and then applied as much as it
should be. 
So many time and hair would be lost with good UI
  experience.
Imagine pilot in plane with console that has nothing to do
  with logic, where one flaps is above his head, another flaps
  is in other side of the room and the rest follows... Not many
  planes would even take of with design like that :)
  
  
On Fri, Feb 20, 2015 at 7:14 PM, Ed
  Manning etmth...@gmail.com
  wrote:
  

  Yes.  Of course different people
will have different logic.
  
  
  One would hope that the UI team
for any product would:
  

  identify *which* people are the primary user base
  create a *consistent* set of design and
interaction standards that address the needs of the
primary user base best
  explain the logic behind the choice of standards
in the product documentation
  maintain consistency in the application of those
standards.

AD has not done a very good job of this.  Nor, to
  be fair, has any software manufacturer in our market
  space (Adobe, I'm looking at you...).  But Maya is
  currently among the worst offenders in the AD arsenal.
  

  


  


  



Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Mirko Jankovic
With that said wouldn't proper way of settings things up be to give it and
test on number of people that will actually be the ones using tool and see
what they say :)

If programmer making something for artists shouldn't that follow what
artists needs not what programmer feels it should be ;)

On Fri, Feb 20, 2015 at 6:20 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 Hello I know what you're saying, but the way I saw it, those scenarios
 were select the many, and then highlight the one.  This allows you
 to select everything and then highlight the target for example the
 motion path or the parent, and the UI supports that paradigm with the
 green highlight of The One.

 Thinking in terms of source and target is not always unambiguous in
 UI. For example, if you have a menu that applies a LookAt constraint,
 what's the target, is it what the object will end up look at, or
 what the object the menu command acts upon.  A technical individual
 might see things as picking all the inputs of an operator and then the
 output, and an artistic person might see things differently and read
 it like subject/verb/object.

 On Fri, Feb 20, 2015 at 1:11 AM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
  I think you've missed my point. Some of Maya's selection context is done
 in a normal or intuitive manner. Others are not. The point is that Maya's
 selection contexts are all over the place and the fact that some processes
 bear out multiple contexts only confuses matters. In the case of parenting,
 Maya gets the natural selection order right with the target being last. Its
 the majority of other processes that are unintuitive and inconsistent with
 this one.
 
  I fail to understand how having to read the status line everytime i
 parent, constrain, or path animate something might be intuitive.
 
  I've been using using Maya since 98. I know where to get the status line
 information. I've written MEL scripts that post status line instructions.
 Thats not the point.
 
  The point is that the selection methodology in Maya is inconsistent,
 incongruent, and unintuitive. As if though each process was written by a
 different person at a different time and nobody knew what the other person
 was doing. This incongruency demonstrates that Maya completely ignores how
 and why we as users, as humans, think when it comes directionality of
 source - target and how percieve this concept.
 
  This should be a simple intuitive process that the user can instantly
 extrapolate without having to read the manual every time you switch from
 parenting to constraints or animating. This is selection methodology. We do
 this one task, select items, hundreds of times a day. And Maya has no
 uniform selection paradigm. In fact Attach to Motion Path can even mislead
 the user into adopting bad behavior by allowing the user to think the
 selection order is one way until you go to motion path one curve on another
 and then it can be opposite the way someone has earned to attach objects to
 a curve. This is illogical.
 
  The original poster has a valid and salient point. And its not enough
 that all contexts are the same. They could all be the same and still be
 unintuitive because they could be contradictory to the way we think about
 selection naturally. Selection has to be designed to the way we as humans
 think and not just a procedure for the sake of being a procedure.
 
  From: Luc-Eric Rousseau [luceri...@gmail.com]
 
  On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
  (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent constrain,
 the
  second selected object will constrain to the first
 
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent, the first
  selected object will become child of the second
 
  isn't this because you'd select all the children you want to parent,
  and then finish with the single parent,
  or select all the object you want to parent-constraint to, and then
  finish the single target?
  The single object is always last and highlighted in green vs other
  ones in white.
 
 
  btw, it's written on the help line at the bottom of the screen what
  you need to select to run the menu command:
  Parent: Parent the selected object(s) to the last selected object
  Contraint-Parent: Select one or more target followed by the object
  to constrain
 




RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
In its simplest form this is what makes the most sense

Source - Target
The constrained object-That which constrains
Child-Parent

From a human perspective the concept of source-target is clearly unambiguous.

Arrow-target
Baseball-catchers mitt
Basketball-hoop
Bucket of water-fire
Hammer-nail
Machine gun-warplane
Train-Rail
Brick-building 
Hanger-closet rod
Spacecraft-Moon

We first grab(select) or handle something and then we articulate it toward, 
into, or on the target.

This is not a concept of hierarchy. This is a concept of directional procedure 
for selection order. This is about a concept of human action extrapolating to 
human machine interaction. Verb is most appropriate.

People confuse the concept of hierarchy with selection.  A parent is a form of 
constrain. Both a constraining object, a parent, a rail have a level of 
hierarchy and ownership over its children or constrained objects. Within 
hierarchy the parent precedes the child. But in action of constructing the 
hierarchy we, as humans, we most often articulate the subordinate toward the 
parent. We must first gather the children in order to construct the target. The 
bricks are the source and target is the building. In construction procedure the 
building does not precede the bricks. We find bricks, then articulate them 
until a building, the target thus takes shape. Target is secondary in action.

Even technical people understand this. Especially technical people. You have to 
create the spaceship before you can go to the moon. You don't bring the moon to 
the spaceship. That is illogical. If you could do that the target would be the 
spaceship and there would be no point in the endeavor because the moon would 
already be in your possession. As a goal the Moon is primary. As an action the 
Moon is secondary. You have to make and articulate the spaceship first in order 
to reach your goal. Developers frequently conflate goal with target. They are 
not the same.

Are there examples where target might precede the source. A few. One could say 
that the bucket precedes the water but that would ignore the context by 
ignoring the shift in targets through procedure. For example:

Bucket-water
Bucket of water-fire

One can't easily pick up molecules of water one at a time and place in the 
bucket the way you can efficiently pick up apples and place in the bucket. Then 
you would select what might be considered the target first (the bucket) and use 
this target to collect the source, but it is defined as source by the intent 
of the water's purpose. The bucket is in fact the source and water the target, 
before the water becomes the source and the fire the target.  

Setting target before source is then the exception, not the rule.

In terms of procedure the item doing the looking is source, the looked at item 
is target. Anyone who has ever picked up a firearm, bow and arrow, ball and 
bat, or operated a battleship machine gun tracking an aircraft will tell you 
that. This is how we as humans think. Extrapolating to that is intuitive. 
Extrapolating in the inverse, while occasionally practical, is less frequently 
intuitive in terms of procedure.  

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
 Sent: Friday, February 20, 2015 12:20 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem
 
 Hello I know what you're saying, but the way I saw it, those scenarios were
 select the many, and then highlight the one.  This allows you to select
 everything and then highlight the target for example the motion path or
 the parent, and the UI supports that paradigm with the green highlight of
 The One.
 
 Thinking in terms of source and target is not always unambiguous in UI. For
 example, if you have a menu that applies a LookAt constraint, what's the
 target, is it what the object will end up look at, or what the object the
 menu command acts upon.  A technical individual might see things as picking
 all the inputs of an operator and then the output, and an artistic person
 might see things differently and read it like subject/verb/object.
 
 On Fri, Feb 20, 2015 at 1:11 AM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
  I think you've missed my point. Some of Maya's selection context is done in
 a normal or intuitive manner. Others are not. The point is that Maya's
 selection contexts are all over the place and the fact that some processes
 bear out multiple contexts only confuses matters. In the case of parenting,
 Maya gets the natural selection order right

RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
That really is the point, isn’t it?

--
Joey


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, February 20, 2015 1:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

If programmer making something for artists shouldn't that follow what artists 
needs not what programmer feels it should be ;)




Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread john clausing
to that point.if i hear just one more Maya guy say that oh, that's just 
something we script, for an obvious feature.i may blow a gasket
(yes, i know, there's always good things about scripting, and scripting is 
valuable for customizing function.but scripting shouldn't be an excuse for 
laziness on the part of the software engineer) 

 On Friday, February 20, 2015 1:43 PM, Ponthieux, Joseph G. 
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
   

  !--#yiv4083670742 _filtered #yiv4083670742 {font-family:Cambria 
Math;panose-1:2 4 5 3 5 4 6 3 2 4;} _filtered #yiv4083670742 
{font-family:Calibri;panose-1:2 15 5 2 2 2 4 3 2 4;}#yiv4083670742 
#yiv4083670742 p.yiv4083670742MsoNormal, #yiv4083670742 
li.yiv4083670742MsoNormal, #yiv4083670742 div.yiv4083670742MsoNormal 
{margin:0in;margin-bottom:.0001pt;font-size:12.0pt;font-family:Times New 
Roman, serif;}#yiv4083670742 a:link, #yiv4083670742 
span.yiv4083670742MsoHyperlink 
{color:blue;text-decoration:underline;}#yiv4083670742 a:visited, #yiv4083670742 
span.yiv4083670742MsoHyperlinkFollowed 
{color:purple;text-decoration:underline;}#yiv4083670742 
span.yiv4083670742EmailStyle17 {font-family:Calibri, 
sans-serif;color:#1F497D;}#yiv4083670742 .yiv4083670742MsoChpDefault 
{font-family:Calibri, sans-serif;} _filtered #yiv4083670742 {margin:1.0in 
1.0in 1.0in 1.0in;}#yiv4083670742 div.yiv4083670742WordSection1 {}--That 
really is the point, isn’t it?    -- Joey       From: 
softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]On Behalf Of Mirko Jankovic
Sent: Friday, February 20, 2015 1:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem    If 
programmer making something for artists shouldn't that follow what artists 
needs not what programmer feels it should be ;)       

   

RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Rob Chapman
So now we get to a crux of an issue of ui design, who is the more human,
the artist or the programmer
On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  That really is the point, isn’t it?



 --

 Joey





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Friday, February 20, 2015 1:13 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Maya thinks they're cleverand that's the problem



 If programmer making something for artists shouldn't that follow what
 artists needs not what programmer feels it should be ;)







RE: Maya thinks they're clever....and that's the problem

2015-02-20 Thread a...@andynicholas.com
 Programmers can be artists too. Hell... you could say programming is an art :)



Didn't AD's Corey Mogk write an article suggesting that all parts of the company
should be involved in designing the UX experience? I think he included the
marketing department in that. Can't find the link unfortunately, but I remember
thinking at the time that that was a bad road to go down.


A



On 20 February 2015 at 19:08 Rob Chapman tekano@gmail.com wrote:


 So now we get to a crux of an issue of ui design, who is the more human, the
 artist or the programmer
  On 20 Feb 2015 18:43, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov  wrote:
  That really is the point, isn’t it?
  
 --
 Joey
  
  
 From: softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com
  mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Mirko
  Jankovic
 Sent: Friday, February 20, 2015 1:13 PM
 To: softimage@listproc.autodesk.com
  mailto:softimage@listproc.autodesk.com
 Subject: Re: Maya thinks they're cleverand that's the problem
  
  
  
  
 If programmer making something for artists shouldn't that follow what
  artists needs not what programmer feels it should be ;)
  
  
  
  
  
  
  
  




Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Jason S

  
  
I'd say both are happy(er) when things
  are consistent and predictable (however they work), with care to
  eliminate as many steps as possible, because sometimes even
  microsteps make all the difference.
  
  
  On 02/20/15 14:08, Rob Chapman wrote:


  So now we get to a crux of an issue of ui design, who
is the more human, the artist or the programmer
  On 20 Feb 2015 18:43, "Ponthieux, Joseph
G. (LARC-E1A)[LITES]" j.ponthi...@nasa.gov
wrote:

  

  That
really is the point, isn’t it?
   
  --
  Joey

   
   
  

  
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Mirko Jankovic
Sent: Friday, February 20, 2015 1:13 PM
To: softimage@listproc.autodesk.com
    Subject: Re: Maya thinks they're
    cleverand that's the problem
  


  
 
  
  
If programmer making something
  for artists shouldn't that follow what artists
  needs not what programmer feels it should be ;)
  


   
   

  

  

  


  



Re: Maya thinks they're clever....and that's the problem

2015-02-20 Thread Jason S

  
  
Ice and other things in soft lets you
  leap over entire fleights of stairs at a time.
  
  For quite few things but only when experiencing pretty-much most
  other things do you notice how many steps you were skipping.
  
  
  
  On 02/20/15 14:39, Jason S wrote:


  
  I'd say both are happy(er) when
things are consistent and predictable (however they work), with
care to eliminate as many steps as possible, because sometimes
even microsteps make all the difference.


On 02/20/15 14:08, Rob Chapman wrote:
  
  
So now we get to a crux of an issue of ui design,
  who is the more human, the artist or the programmer
On 20 Feb 2015 18:43, "Ponthieux,
  Joseph G. (LARC-E1A)[LITES]" j.ponthi...@nasa.gov

  wrote:
  

  
That

  really is the point, isn’t it?
 
--
Joey

  
 
 

  

  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Mirko Jankovic
  Sent: Friday, February 20, 2015 1:13 PM
  To: softimage@listproc.autodesk.com
  Subject: Re: Maya thinks they're
  cleverand that's the problem

  
  

   


  If programmer making
something for artists shouldn't that follow what
artists needs not what programmer feels it
should be ;)

  
  
 
 
  

  

  

  
  


  



RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
A more thorough explanation than I originally provided just to be clear…….

If you have a primitive and a curve, and are attempting to Attach To Motion 
Path, Maya doesn’t care about selection order, the object will always be 
attached to path regardless order of selection.

If you have two curves selected, and attempt to Attach To Motion Path, the 
first selected curve will always attach (constrain) to the second curve.

If you have two objects selected, either two objects, object and curve, or even 
two curves, and attempt to point constrain, the second selected object will 
constrain to the first.

(as already noted by another poster)
If you have two primitives selected, and attempt to parent constrain, the 
second selected object will constrain to the first

(as already noted by another poster)
If you have two primitives selected, and attempt to parent, the first selected 
object will become child of the second

Resistance is futile…


(BTW, a note about Attach to Motion Path. This is essentially a “MotionPath 
constraint” but it is not directly presented as a constrain. You can delete the 
uValue node attached to a MotionPath node and you get the functional equivalent 
to a curve constrain in Soft allowing the user to arbitrarily constrain the 
object to any place on the curve without having to keyframe. You can create 
tank treads by setting additive expressions from one tread MotionPath uvalue to 
another once the uValue curve nodes have been deleted and all the treads can 
then be driven by only one tread element. Because it’s not presented as a curve 
constraint the way SI’s curve constrain is, it is not immediately obvious that 
this type of constrain is available to you.)

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Thursday, February 19, 2015 11:37 AM
To: softimage@listproc.autodesk.com
Subject: RE: Maya thinks they're cleverand that's the problem

Maya selection order has always been like this, all over the app. But it’s even 
more confusing than you may already be aware.

What if I select a sphere, then a curve second, and attach to motion path so 
the sphere constrains to the curve. But, if I select a sphere, then a curve 
second, and constrain point the curve constrains to the sphere? What the…! Why 
isn’t the context the same? Why isn’t the directionality the same? Why do I 
have to spend time thinking about this before I do each procedure? Is it source 
- target, is it target - source, or is target- …..?

Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re telling 
me that the attach to motion path has no context? You can select either one 
first and it doesn’t care? I’ve been deceived into thinking directional context 
mattered for over a decade because it makes more sense to select the object 
first and the path second? You know, source - target, start - end, throw - 
catch, 1-2? But the context for constrain is rigid you say? The context for 
attach to motion path isn’t rigid? Really? And constraints work by the throw 
doing the catching? 2 is first and 1 is second? Source receives and target 
sends?

These contradicting behaviors have been there for so long I doubt anyone can 
tell you why they are this way. Add to that the fact that Maya is largely used 
in teams that are task centric, I’d argue its possible that a lot of people who 
use Maya have hardly noticed what the generalist who is using every part of the 
app will notice.

For the record I complained to AW mightily, about many of these inconsistencies 
you are observing, back in the late 90s.  I always got the sense they were so 
deeply invested in the meat and bones of the algorithm or giving the core 
interior of the application more functionality that they just did not have 
interface issues on their radar.

The Humanize Maya folks have a significant amount of work ahead of them….

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
Sent: Thursday, February 19, 2015 8:23 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

Cause we are bitching about maya.

Could a maya dev explain me why I have to select child and then parent if I 
want to parent something but I have to select parent and then child if I want 
to use a parent constraint.

Makes my brain sd.

2015-02-19 14:10 GMT+01:00 Gerbrand Nel 
nagv

RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Andi Farhall
I can feel my mental health being eroded by having to use maya. Selecting 
things is making me want punch things. Thankfully this isn't permanent and i 
can go back to normality sometime next week.

and breath.




Date: Thu, 19 Feb 2015 20:50:49 +1100
Subject: Re: Maya thinks they're cleverand that's the problem
From: raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com

Didn't Autodesk ACTUALLY buy something virology or pharmacology related 
recently? Vague memories of some scary piece of news.
On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:
Sorry John, you didn't hear. I fixed Ebola a while ago. However, Autodesk 
bought out the technology and has discontinued it in favor of only supporting 
their Hanta virus cure. 
No worries, if you do contract Ebola, you can just use the Hanta treatment. 
Granted, it doesn't effectively treat Ebola, but a virus is a virus. 

Sent from my iPhone
On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:

 i feel absolutely comfortable blaming Brad.not just for the cool names, 
but for virtually everything.dangit Brad.why haven't you fixed Ebola yet
sheeesh On Wednesday, February 18, 2015 2:54 PM, Ed Harriss 
ed.harr...@sas.com wrote: 

 
 




You know all those “cool” names? 
Well, it’s Brad’s fault. (Isn’t it always?) 
   
Long live Outliner Cheese and Directed Acyclic Monkeys! 
   
   
Ed 
   



  

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Laurence Dodd
I can feel my mental health being eroded by having to use maya.
Selecting things is making me want punch things. Thankfully this isn't
permanent and i can go back to normality sometime next week.


and breath.

I'm in exactly the same position Andi, two weeks for me, it's like like
Christmas is around the corner

On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

 I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.


 and breath.




 --
 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com


 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.
 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

 Sorry John, you didn't hear. I fixed Ebola a while ago. However, Autodesk
 bought out the technology and has discontinued it in favor of only
 supporting their Hanta virus cure.

 No worries, if you do contract Ebola, you can just use the Hanta
 treatment. Granted, it doesn't effectively treat Ebola, but a virus is a
 virus.

 Sent from my iPhone

 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:


 i feel absolutely comfortable blaming Brad.not just for the cool
 names, but for virtually everything.
 dangit Brad.why haven't you fixed Ebola yet

 sheeesh
   On Wednesday, February 18, 2015 2:54 PM, Ed Harriss ed.harr...@sas.com
 wrote:


   You know all those “cool” names?
 Well, it’s Brad’s fault. (Isn’t it always?)

 Long live Outliner Cheese and Directed Acyclic Monkeys!


 Ed






-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382


Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Mario Reitbauer
Cause we are bitching about maya.

Could a maya dev explain me why I have to select child and then parent if I
want to parent something but I have to select parent and then child if I
want to use a parent constraint.

Makes my brain sd.

2015-02-19 14:10 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Hahahah bitches, my maya hell is over tomorrow.untill further notice
 G

 On 19/02/2015 13:26, Laurence Dodd wrote:

 I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.


  and breath.

  I'm in exactly the same position Andi, two weeks for me, it's like like
 Christmas is around the corner

 On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.


  and breath.




  --
 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com


 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.
 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

  Sorry John, you didn't hear. I fixed Ebola a while ago. However,
 Autodesk bought out the technology and has discontinued it in favor of only
 supporting their Hanta virus cure.

  No worries, if you do contract Ebola, you can just use the Hanta
 treatment. Granted, it doesn't effectively treat Ebola, but a virus is a
 virus.

 Sent from my iPhone

 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:


 i feel absolutely comfortable blaming Brad.not just for the cool
 names, but for virtually everything.
 dangit Brad.why haven't you fixed Ebola yet

  sheeesh
On Wednesday, February 18, 2015 2:54 PM, Ed Harriss 
 ed.harr...@sas.com wrote:


   You know all those “cool” names?
 Well, it’s Brad’s fault. (Isn’t it always?)

 Long live Outliner Cheese and Directed Acyclic Monkeys!


 Ed






  --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382





Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Pierre Schiller
I had a 'more straigtward learning process with Blender than Maya. That
being said I only had it for 2 days...
Nuff said...
El feb 19, 2015 8:24 a.m., Mario Reitbauer cont...@marioreitbauer.at
escribió:

 Cause we are bitching about maya.

 Could a maya dev explain me why I have to select child and then parent if
 I want to parent something but I have to select parent and then child if I
 want to use a parent constraint.

 Makes my brain sd.

 2015-02-19 14:10 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Hahahah bitches, my maya hell is over tomorrow.untill further notice
 G

 On 19/02/2015 13:26, Laurence Dodd wrote:

 I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.


  and breath.

  I'm in exactly the same position Andi, two weeks for me, it's like like
 Christmas is around the corner

 On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.


  and breath.




  --
 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com


 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.
 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

  Sorry John, you didn't hear. I fixed Ebola a while ago. However,
 Autodesk bought out the technology and has discontinued it in favor of only
 supporting their Hanta virus cure.

  No worries, if you do contract Ebola, you can just use the Hanta
 treatment. Granted, it doesn't effectively treat Ebola, but a virus is a
 virus.

 Sent from my iPhone

 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com
 wrote:


 i feel absolutely comfortable blaming Brad.not just for the cool
 names, but for virtually everything.
 dangit Brad.why haven't you fixed Ebola yet

  sheeesh
On Wednesday, February 18, 2015 2:54 PM, Ed Harriss 
 ed.harr...@sas.com wrote:


   You know all those “cool” names?
 Well, it’s Brad’s fault. (Isn’t it always?)

 Long live Outliner Cheese and Directed Acyclic Monkeys!


 Ed






  --

 Laurence Dodd
 Porkpie Animation
  E: laure...@porkpie.tv
 W: www.porkpie.tv
 M: 07570 702 576
 T: 01273 278 382






Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Gerbrand Nel

Hahahah bitches, my maya hell is over tomorrow.untill further notice
G
On 19/02/2015 13:26, Laurence Dodd wrote:
I can feel my mental health being eroded by having to use maya. 
Selecting things is making me want punch things. Thankfully this isn't 
permanent and i can go back to normality sometime next week.



and breath.

I'm in exactly the same position Andi, two weeks for me, it's like 
like Christmas is around the corner


On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com 
mailto:hack...@outlook.com wrote:


I can feel my mental health being eroded by having to use maya.
Selecting things is making me want punch things. Thankfully this
isn't permanent and i can go back to normality sometime next week.


and breath.





Date: Thu, 19 Feb 2015 20:50:49 +1100
Subject: Re: Maya thinks they're cleverand that's the problem
From: raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com


Didn't Autodesk ACTUALLY buy something virology or pharmacology
related recently? Vague memories of some scary piece of news.

On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com
mailto:witha...@gmail.com wrote:

Sorry John, you didn't hear. I fixed Ebola a while ago.
However, Autodesk bought out the technology and has
discontinued it in favor of only supporting their Hanta virus
cure.

No worries, if you do contract Ebola, you can just use the
Hanta treatment. Granted, it doesn't effectively treat Ebola,
but a virus is a virus.

Sent from my iPhone

On Feb 18, 2015, at 2:01 PM, john clausing
jclausin...@yahoo.com mailto:jclausin...@yahoo.com wrote:


i feel absolutely comfortable blaming Brad.not just
for the cool names, but for virtually everything.
dangit Brad.why haven't you fixed Ebola yet

sheeesh
On Wednesday, February 18, 2015 2:54 PM, Ed Harriss
ed.harr...@sas.com mailto:ed.harr...@sas.com wrote:


You know all those “cool” names?
Well, it’s Brad’s fault. (Isn’t it always?)
Long live Outliner Cheese and Directed Acyclic Monkeys!
Ed





--

Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tv mailto:laure...@porkpie.tv
W: www.porkpie.tv http://www.porkpie.tv
M: 07570 702 576
T: 01273 278 382




RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
While I think some folks would be satisfied with this I’m not sure it can fix 
the larger problem. Some people will struggle with a pick session in massively 
huge scenes. These selection orders, parenting, constraining, attaching to 
path, etc, should all have a setting allowing user preference for 
source-target direction.

This needs to be seriously thought through and applied as a method analogous to 
a human understanding of natural orders of action precedence within everyday 
life. When we hang something onto something else, throw a basketball in a hoop, 
even something as massive as place a train on a rail, most often we select the 
article first and then articulate it toward the object it will be constrained 
by. Not the other way around.   We don’t select the basketball hoop first and 
move it to the ball. We don’t select the rail and place it under the train. We 
don’t take the closet rod and move it under the hanger’s hook. These are 
illogical and unintuitive procedures. If we are picking up fruit or nuts, we 
pick the article up off the ground or pull it from the tree before we put it in 
the bag that will become it’s parent. If we throw a baseball to a catcher, we 
have to pick up the ball first, or someone throws it to us, regardless we have 
to take possession of the baseball before we can do anything with it. It’s 
unintuitive/illogical to think that we should take possession of the basketball 
hoop before putting the basketball in it.

This is how we as humans think. I specifically used the fruit/nuts gathering 
example to point out that we have been behaving in this way for millennia. 3D 
software should replicate this behavior wherever possible.  We intuitively want 
to select the object then attach it to the path. Select the child then the 
parent. Select the object, then the thing it is constrained to. The object 
selected first and the path selected last. We pick up the arrow, put it in the 
bow, pull the bow string, find the target, aim, then we let it go so that it 
can hit the target. This is a normal human understanding of directionality of 
source and target and it repeats itself over and over in our actions. This 
concept of source and target is seriously ingrained in our being and thought.

Creating software paradigms that operate contrary and contradictory to these 
established human actions only serves to slow down the process and utilization 
of the software because most people have to destabilize, rethink, and learn 
contradictory behaviors to what is instinctively understood as intuitive, if 
not normal.

This needs to be fixed. Permanently.

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
Sent: Thursday, February 19, 2015 12:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

Well easy solution for this one at least ;)
For the old maya folk keep everything like it is.
For everyone who don't want to get brain fucked do it like this:
If nothing is selected and you call the parent constraint as example a pick 
session starts with a tooltip what to select.

Problem solved. Old maya guys are happy, and new maya users don't need to brain 
fart.

2015-02-19 18:09 GMT+01:00 Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com:
a big error in poster. it is at end of life but not at end of USEFUL life :)
and while ppl spills tears and going bold with tearing up their hair working in 
maya.. some of lucky ones are swimming in beautiful waters of SI...
shark here and thre is nothing compared to piranha and other monster infested 
waters of maya. no thank you! :)

On Thu, Feb 19, 2015 at 6:00 PM, Eric Turman 
i.anima...@gmail.commailto:i.anima...@gmail.com wrote:
http://i.imgur.com/eOh7l6i.jpg
[http://i.imgur.com/eOh7l6i.jpg]

On Thu, Feb 19, 2015 at 10:37 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Maya selection order has always been like this, all over the app. But it’s even 
more confusing than you may already be aware.

What if I select a sphere, then a curve second, and attach to motion path so 
the sphere constrains to the curve. But, if I select a sphere, then a curve 
second, and constrain point the curve constrains to the sphere? What the…! Why 
isn’t the context the same? Why isn’t the directionality the same? Why do I 
have to spend time thinking about this before I do each procedure? Is it source 
- target, is it target - source, or is target- …..?

Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re telling 
me that the attach to motion path has no context? You can select either one 
first and it doesn’t care? I’ve been deceived into thinking directional

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Leendert A. Hartog
Maya is the veil that covers our real nature and the real nature of the 
world around us. Maya is fundamentally inscrutable: we don’t know why it 
exists and we don’t know when it began. What we do know is that, like 
any form of ignorance, maya ceases to exist at the dawn of knowledge, 
the knowledge of our own divine nature. (The Concept of Maya - 
http://waa.ai/4rcY)


--

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




Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Eric Turman
Yup, Maya is insanity

On Thu, Feb 19, 2015 at 12:28 PM, Leendert A. Hartog hirazib...@live.nl
wrote:

 Maya is the veil that covers our real nature and the real nature of the
 world around us. Maya is fundamentally inscrutable: we don’t know why it
 exists and we don’t know when it began. What we do know is that, like any
 form of ignorance, maya ceases to exist at the dawn of knowledge, the
 knowledge of our own divine nature. (The Concept of Maya -
 http://waa.ai/4rcY)


 --

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





-- 




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Luc-Eric Rousseau
On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent constrain, the
 second selected object will constrain to the first

 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent, the first
 selected object will become child of the second

isn't this because you'd select all the children you want to parent,
and then finish with the single parent,
or select all the object you want to parent-constraint to, and then
finish the single target?
The single object is always last and highlighted in green vs other
ones in white.


btw, it's written on the help line at the bottom of the screen what
you need to select to run the menu command:
Parent: Parent the selected object(s) to the last selected object
Contraint-Parent: Select one or more target followed by the object
to constrain


Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread w...@fiftyeight.com
so at the end,  this means:
A softimage-user switching to Maya thinks he is clever ... and thats the
problem.
 
Walter

 Luc-Eric Rousseau luceri...@gmail.com hat am 19. Februar 2015 um 23:13
 geschrieben:


 On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent constrain, the
  second selected object will constrain to the first
 
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent, the first
  selected object will become child of the second

 isn't this because you'd select all the children you want to parent,
 and then finish with the single parent,
 or select all the object you want to parent-constraint to, and then
 finish the single target?
 The single object is always last and highlighted in green vs other
 ones in white.


 btw, it's written on the help line at the bottom of the screen what
 you need to select to run the menu command:
 Parent: Parent the selected object(s) to the last selected object
 Contraint-Parent: Select one or more target followed by the object
 to constrain

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Raffaele Fragapane
It's true, Maya doesn't respond to cleverness. It's like trying to be
sharply sarcastic with a  slow witted, mean spirited six year old, he will
just stare at you and kick you in the nuts.
When I have to use Maya from the UI end of things I just assume I am
confronting a malicious, starved and retarded puma that wishes me ill, and
behave accordingly. I also give all skinning tasks to other people.

On Fri, Feb 20, 2015 at 9:32 AM, w...@fiftyeight.com w...@fiftyeight.com
wrote:

   so at the end,  this means:
  A softimage-user switching to Maya thinks he is clever ... and thats the
 problem.

  Walter




RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I think you've missed my point. Some of Maya's selection context is done in a 
normal or intuitive manner. Others are not. The point is that Maya's selection 
contexts are all over the place and the fact that some processes bear out 
multiple contexts only confuses matters. In the case of parenting, Maya gets 
the natural selection order right with the target being last. Its the majority 
of other processes that are unintuitive and inconsistent with this one.

I fail to understand how having to read the status line everytime i parent, 
constrain, or path animate something might be intuitive. 

I've been using using Maya since 98. I know where to get the status line 
information. I've written MEL scripts that post status line instructions. Thats 
not the point. 

The point is that the selection methodology in Maya is inconsistent, 
incongruent, and unintuitive. As if though each process was written by a 
different person at a different time and nobody knew what the other person was 
doing. This incongruency demonstrates that Maya completely ignores how and why 
we as users, as humans, think when it comes directionality of source - target 
and how percieve this concept.

This should be a simple intuitive process that the user can instantly 
extrapolate without having to read the manual every time you switch from 
parenting to constraints or animating. This is selection methodology. We do 
this one task, select items, hundreds of times a day. And Maya has no uniform 
selection paradigm. In fact Attach to Motion Path can even mislead the user 
into adopting bad behavior by allowing the user to think the selection order is 
one way until you go to motion path one curve on another and then it can be 
opposite the way someone has earned to attach objects to a curve. This is 
illogical.

The original poster has a valid and salient point. And its not enough that all 
contexts are the same. They could all be the same and still be unintuitive 
because they could be contradictory to the way we think about selection 
naturally. Selection has to be designed to the way we as humans think and not 
just a procedure for the sake of being a procedure.

Joey


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Luc-Eric Rousseau 
[luceri...@gmail.com]
Sent: Thursday, February 19, 2015 5:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent constrain, the
 second selected object will constrain to the first

 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent, the first
 selected object will become child of the second

isn't this because you'd select all the children you want to parent,
and then finish with the single parent,
or select all the object you want to parent-constraint to, and then
finish the single target?
The single object is always last and highlighted in green vs other
ones in white.


btw, it's written on the help line at the bottom of the screen what
you need to select to run the menu command:
Parent: Parent the selected object(s) to the last selected object
Contraint-Parent: Select one or more target followed by the object
to constrain



RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Thats an awesome metaphor! Maya as a Cardasian. LOL

Joey

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Eric Turman 
[i.anima...@gmail.com]
Sent: Thursday, February 19, 2015 7:48 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

There...Are...Four...Lights!

On Thu, Feb 19, 2015 at 4:13 PM, Luc-Eric Rousseau 
luceri...@gmail.commailto:luceri...@gmail.com wrote:
On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent constrain, the
 second selected object will constrain to the first

 (as already noted by another poster)

 If you have two primitives selected, and attempt to parent, the first
 selected object will become child of the second

isn't this because you'd select all the children you want to parent,
and then finish with the single parent,
or select all the object you want to parent-constraint to, and then
finish the single target?
The single object is always last and highlighted in green vs other
ones in white.


btw, it's written on the help line at the bottom of the screen what
you need to select to run the menu command:
Parent: Parent the selected object(s) to the last selected object
Contraint-Parent: Select one or more target followed by the object
to constrain



--




-=T=-



RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I can’t help but wonder what folks would think if the Multi-lister still 
existed in Maya…..

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

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Harriss
Sent: Wednesday, February 18, 2015 2:55 PM
To: softimage@listproc.autodesk.com
Subject: RE: Maya thinks they're cleverand that's the problem

You know all those “cool” names?
Well, it’s Brad’s fault. (Isn’t it always?)

Long live Outliner Cheese and Directed Acyclic Monkeys!


Ed



RE: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Maya selection order has always been like this, all over the app. But it’s even 
more confusing than you may already be aware.

What if I select a sphere, then a curve second, and attach to motion path so 
the sphere constrains to the curve. But, if I select a sphere, then a curve 
second, and constrain point the curve constrains to the sphere? What the…! Why 
isn’t the context the same? Why isn’t the directionality the same? Why do I 
have to spend time thinking about this before I do each procedure? Is it source 
- target, is it target - source, or is target- …..?

Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re telling 
me that the attach to motion path has no context? You can select either one 
first and it doesn’t care? I’ve been deceived into thinking directional context 
mattered for over a decade because it makes more sense to select the object 
first and the path second? You know, source - target, start - end, throw - 
catch, 1-2? But the context for constrain is rigid you say? The context for 
attach to motion path isn’t rigid? Really? And constraints work by the throw 
doing the catching? 2 is first and 1 is second? Source receives and target 
sends?

These contradicting behaviors have been there for so long I doubt anyone can 
tell you why they are this way. Add to that the fact that Maya is largely used 
in teams that are task centric, I’d argue its possible that a lot of people who 
use Maya have hardly noticed what the generalist who is using every part of the 
app will notice.

For the record I complained to AW mightily, about many of these inconsistencies 
you are observing, back in the late 90s.  I always got the sense they were so 
deeply invested in the meat and bones of the algorithm or giving the core 
interior of the application more functionality that they just did not have 
interface issues on their radar.

The Humanize Maya folks have a significant amount of work ahead of them….

--
Joey Ponthieux
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
Sent: Thursday, February 19, 2015 8:23 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

Cause we are bitching about maya.

Could a maya dev explain me why I have to select child and then parent if I 
want to parent something but I have to select parent and then child if I want 
to use a parent constraint.

Makes my brain sd.

2015-02-19 14:10 GMT+01:00 Gerbrand Nel 
nagv...@gmail.commailto:nagv...@gmail.com:
Hahahah bitches, my maya hell is over tomorrow.untill further notice
G

On 19/02/2015 13:26, Laurence Dodd wrote:
I can feel my mental health being eroded by having to use maya. Selecting 
things is making me want punch things. Thankfully this isn't permanent and i 
can go back to normality sometime next week.


and breath.

I'm in exactly the same position Andi, two weeks for me, it's like like 
Christmas is around the corner

On 19 February 2015 at 10:24, Andi Farhall 
hack...@outlook.commailto:hack...@outlook.com wrote:
I can feel my mental health being eroded by having to use maya. Selecting 
things is making me want punch things. Thankfully this isn't permanent and i 
can go back to normality sometime next week.


and breath.




Date: Thu, 19 Feb 2015 20:50:49 +1100
Subject: Re: Maya thinks they're cleverand that's the problem
From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com


Didn't Autodesk ACTUALLY buy something virology or pharmacology related 
recently? Vague memories of some scary piece of news.
On 19 Feb 2015 12:12, Bradley Gabe 
witha...@gmail.commailto:witha...@gmail.com wrote:
Sorry John, you didn't hear. I fixed Ebola a while ago. However, Autodesk 
bought out the technology and has discontinued it in favor of only supporting 
their Hanta virus cure.

No worries, if you do contract Ebola, you can just use the Hanta treatment. 
Granted, it doesn't effectively treat Ebola, but a virus is a virus.

Sent from my iPhone

On Feb 18, 2015, at 2:01 PM, john clausing 
jclausin...@yahoo.commailto:jclausin...@yahoo.com wrote:

i feel absolutely comfortable blaming Brad.not just for the cool names, 
but for virtually everything.
dangit Brad.why haven't you fixed Ebola yet

sheeesh
On Wednesday, February 18, 2015 2:54 PM, Ed Harriss 
ed.harr...@sas.commailto:ed.harr...@sas.com wrote:

You know all those “cool” names?
Well, it’s Brad’s fault. (Isn’t it always?)

Long live Outliner Cheese and Directed Acyclic Monkeys!


Ed





--

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tvmailto:laure...@porkpie.tv
W: www.porkpie.tvhttp://www.porkpie.tv
M

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Mirko Jankovic
a big error in poster. it is at end of life but not at end of USEFUL life :)
and while ppl spills tears and going bold with tearing up their hair
working in maya.. some of lucky ones are swimming in beautiful waters of
SI...
shark here and thre is nothing compared to piranha and other monster
infested waters of maya. no thank you! :)

On Thu, Feb 19, 2015 at 6:00 PM, Eric Turman i.anima...@gmail.com wrote:

 http://i.imgur.com/eOh7l6i.jpg



 On Thu, Feb 19, 2015 at 10:37 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

  Maya selection order has always been like this, all over the app. But
 it’s even more confusing than you may already be aware.



 What if I select a sphere, then a curve second, and attach to motion path
 so the sphere constrains to the curve. But, if I select a sphere, then a
 curve second, and constrain point the curve constrains to the sphere? What
 the…! Why isn’t the context the same? Why isn’t the directionality the
 same? Why do I have to spend time thinking about this before I do each
 procedure? Is it source - target, is it target - source, or is target-
 …..?



 Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re
 telling me that the attach to motion path has no context? You can select
 either one first and it doesn’t care? I’ve been deceived into thinking
 directional context mattered for over a decade because it makes more sense
 to select the object first and the path second? You know, source - target,
 start - end, throw - catch, 1-2? But the context for constrain is rigid
 you say? The context for attach to motion path isn’t rigid? Really? And
 constraints work by the throw doing the catching? 2 is first and 1 is
 second? Source receives and target sends?



 These contradicting behaviors have been there for so long I doubt anyone
 can tell you why they are this way. Add to that the fact that Maya is
 largely used in teams that are task centric, I’d argue its possible that a
 lot of people who use Maya have hardly noticed what the generalist who is
 using every part of the app will notice.



 For the record I complained to AW mightily, about many of these
 inconsistencies you are observing, back in the late 90s.  I always got the
 sense they were so deeply invested in the meat and bones of the algorithm
 or giving the core interior of the application more functionality that they
 just did not have interface issues on their radar.



 The Humanize Maya folks have a significant amount of work ahead of them….



 --

 Joey Ponthieux

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mario Reitbauer
 *Sent:* Thursday, February 19, 2015 8:23 AM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Maya thinks they're cleverand that's the problem



 Cause we are bitching about maya.



 Could a maya dev explain me why I have to select child and then parent if
 I want to parent something but I have to select parent and then child if I
 want to use a parent constraint.



 Makes my brain sd.



 2015-02-19 14:10 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Hahahah bitches, my maya hell is over tomorrow.untill further notice
 G


 On 19/02/2015 13:26, Laurence Dodd wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



 I'm in exactly the same position Andi, two weeks for me, it's like like
 Christmas is around the corner



 On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



   --

 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com



 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.

 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

  Sorry John, you didn't hear. I fixed Ebola a while ago. However,
 Autodesk bought out the technology and has discontinued it in favor of only
 supporting their Hanta virus cure.



 No worries, if you do contract Ebola, you can just use the Hanta
 treatment. Granted, it doesn't effectively treat Ebola, but a virus is a
 virus.

 Sent from my iPhone


 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:


 i feel absolutely comfortable blaming Brad.not just

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Mario Reitbauer
Well easy solution for this one at least ;)
For the old maya folk keep everything like it is.
For everyone who don't want to get brain fucked do it like this:
If nothing is selected and you call the parent constraint as example a pick
session starts with a tooltip what to select.

Problem solved. Old maya guys are happy, and new maya users don't need to
brain fart.

2015-02-19 18:09 GMT+01:00 Mirko Jankovic mirkoj.anima...@gmail.com:

 a big error in poster. it is at end of life but not at end of USEFUL life
 :)
 and while ppl spills tears and going bold with tearing up their hair
 working in maya.. some of lucky ones are swimming in beautiful waters of
 SI...
 shark here and thre is nothing compared to piranha and other monster
 infested waters of maya. no thank you! :)

 On Thu, Feb 19, 2015 at 6:00 PM, Eric Turman i.anima...@gmail.com wrote:

 http://i.imgur.com/eOh7l6i.jpg



 On Thu, Feb 19, 2015 at 10:37 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 j.ponthi...@nasa.gov wrote:

  Maya selection order has always been like this, all over the app. But
 it’s even more confusing than you may already be aware.



 What if I select a sphere, then a curve second, and attach to motion
 path so the sphere constrains to the curve. But, if I select a sphere, then
 a curve second, and constrain point the curve constrains to the sphere?
 What the…! Why isn’t the context the same? Why isn’t the directionality the
 same? Why do I have to spend time thinking about this before I do each
 procedure? Is it source - target, is it target - source, or is target-
 …..?



 Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re
 telling me that the attach to motion path has no context? You can select
 either one first and it doesn’t care? I’ve been deceived into thinking
 directional context mattered for over a decade because it makes more sense
 to select the object first and the path second? You know, source - target,
 start - end, throw - catch, 1-2? But the context for constrain is rigid
 you say? The context for attach to motion path isn’t rigid? Really? And
 constraints work by the throw doing the catching? 2 is first and 1 is
 second? Source receives and target sends?



 These contradicting behaviors have been there for so long I doubt anyone
 can tell you why they are this way. Add to that the fact that Maya is
 largely used in teams that are task centric, I’d argue its possible that a
 lot of people who use Maya have hardly noticed what the generalist who is
 using every part of the app will notice.



 For the record I complained to AW mightily, about many of these
 inconsistencies you are observing, back in the late 90s.  I always got the
 sense they were so deeply invested in the meat and bones of the algorithm
 or giving the core interior of the application more functionality that they
 just did not have interface issues on their radar.



 The Humanize Maya folks have a significant amount of work ahead of them….



 --

 Joey Ponthieux

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mario Reitbauer
 *Sent:* Thursday, February 19, 2015 8:23 AM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Maya thinks they're cleverand that's the problem



 Cause we are bitching about maya.



 Could a maya dev explain me why I have to select child and then parent
 if I want to parent something but I have to select parent and then child if
 I want to use a parent constraint.



 Makes my brain sd.



 2015-02-19 14:10 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Hahahah bitches, my maya hell is over tomorrow.untill further
 notice
 G


 On 19/02/2015 13:26, Laurence Dodd wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



 I'm in exactly the same position Andi, two weeks for me, it's like like
 Christmas is around the corner



 On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



   --

 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com



 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.

 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

  Sorry John, you didn't hear. I fixed Ebola

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Eric Turman
http://i.imgur.com/eOh7l6i.jpg



On Thu, Feb 19, 2015 at 10:37 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  Maya selection order has always been like this, all over the app. But
 it’s even more confusing than you may already be aware.



 What if I select a sphere, then a curve second, and attach to motion path
 so the sphere constrains to the curve. But, if I select a sphere, then a
 curve second, and constrain point the curve constrains to the sphere? What
 the…! Why isn’t the context the same? Why isn’t the directionality the
 same? Why do I have to spend time thinking about this before I do each
 procedure? Is it source - target, is it target - source, or is target-
 …..?



 Huh….what’d you say?…. What?! I can do what!  Oh geez! no……, You’re
 telling me that the attach to motion path has no context? You can select
 either one first and it doesn’t care? I’ve been deceived into thinking
 directional context mattered for over a decade because it makes more sense
 to select the object first and the path second? You know, source - target,
 start - end, throw - catch, 1-2? But the context for constrain is rigid
 you say? The context for attach to motion path isn’t rigid? Really? And
 constraints work by the throw doing the catching? 2 is first and 1 is
 second? Source receives and target sends?



 These contradicting behaviors have been there for so long I doubt anyone
 can tell you why they are this way. Add to that the fact that Maya is
 largely used in teams that are task centric, I’d argue its possible that a
 lot of people who use Maya have hardly noticed what the generalist who is
 using every part of the app will notice.



 For the record I complained to AW mightily, about many of these
 inconsistencies you are observing, back in the late 90s.  I always got the
 sense they were so deeply invested in the meat and bones of the algorithm
 or giving the core interior of the application more functionality that they
 just did not have interface issues on their radar.



 The Humanize Maya folks have a significant amount of work ahead of them….



 --

 Joey Ponthieux

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mario Reitbauer
 *Sent:* Thursday, February 19, 2015 8:23 AM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Maya thinks they're cleverand that's the problem



 Cause we are bitching about maya.



 Could a maya dev explain me why I have to select child and then parent if
 I want to parent something but I have to select parent and then child if I
 want to use a parent constraint.



 Makes my brain sd.



 2015-02-19 14:10 GMT+01:00 Gerbrand Nel nagv...@gmail.com:

  Hahahah bitches, my maya hell is over tomorrow.untill further notice
 G


 On 19/02/2015 13:26, Laurence Dodd wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



 I'm in exactly the same position Andi, two weeks for me, it's like like
 Christmas is around the corner



 On 19 February 2015 at 10:24, Andi Farhall hack...@outlook.com wrote:

  I can feel my mental health being eroded by having to use maya.
 Selecting things is making me want punch things. Thankfully this isn't
 permanent and i can go back to normality sometime next week.





 and breath.



   --

 Date: Thu, 19 Feb 2015 20:50:49 +1100
 Subject: Re: Maya thinks they're cleverand that's the problem
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com



 Didn't Autodesk ACTUALLY buy something virology or pharmacology related
 recently? Vague memories of some scary piece of news.

 On 19 Feb 2015 12:12, Bradley Gabe witha...@gmail.com wrote:

  Sorry John, you didn't hear. I fixed Ebola a while ago. However,
 Autodesk bought out the technology and has discontinued it in favor of only
 supporting their Hanta virus cure.



 No worries, if you do contract Ebola, you can just use the Hanta
 treatment. Granted, it doesn't effectively treat Ebola, but a virus is a
 virus.

 Sent from my iPhone


 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:


 i feel absolutely comfortable blaming Brad.not just for the cool
 names, but for virtually everything.

 dangit Brad.why haven't you fixed Ebola yet



 sheeesh

 On Wednesday, February 18, 2015 2:54 PM, Ed Harriss ed.harr...@sas.com
 wrote:



 You know all those “cool” names?

 Well, it’s Brad’s fault. (Isn’t it always?)



 Long live Outliner Cheese and Directed Acyclic Monkeys!





 Ed









 --

 *Laurence Dodd*
 *Porkpie Animation*

 E: laure...@porkpie.tv

Re: Maya thinks they're clever....and that's the problem

2015-02-19 Thread Eric Turman
There...Are...Four...Lights!

On Thu, Feb 19, 2015 at 4:13 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 On Thu, Feb 19, 2015 at 2:23 PM, Ponthieux, Joseph G.
 (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote:
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent constrain, the
  second selected object will constrain to the first
 
  (as already noted by another poster)
 
  If you have two primitives selected, and attempt to parent, the first
  selected object will become child of the second

 isn't this because you'd select all the children you want to parent,
 and then finish with the single parent,
 or select all the object you want to parent-constraint to, and then
 finish the single target?
 The single object is always last and highlighted in green vs other
 ones in white.


 btw, it's written on the help line at the bottom of the screen what
 you need to select to run the menu command:
 Parent: Parent the selected object(s) to the last selected object
 Contraint-Parent: Select one or more target followed by the object
 to constrain




-- 




-=T=-


RE: Maya thinks they're clever....and that's the problem

2015-02-18 Thread Ed Harriss
You know all those “cool” names?
Well, it’s Brad’s fault. (Isn’t it always?)

Long live Outliner Cheese and Directed Acyclic Monkeys!


Ed



Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread john clausing
 
i feel absolutely comfortable blaming Brad.not just for the cool names, 
but for virtually everything.dangit Brad.why haven't you fixed Ebola yet
sheeesh On Wednesday, February 18, 2015 2:54 PM, Ed Harriss 
ed.harr...@sas.com wrote:
   

  #yiv3992397248 #yiv3992397248 -- filtered {panose-1:2 4 5 3 5 4 6 3 2 
4;}#yiv3992397248 filtered {font-family:Calibri;panose-1:2 15 5 2 2 2 4 3 2 
4;}#yiv3992397248 p.yiv3992397248MsoNormal, #yiv3992397248 
li.yiv3992397248MsoNormal, #yiv3992397248 div.yiv3992397248MsoNormal 
{margin:0in;margin-bottom:.0001pt;font-size:12.0pt;color:black;}#yiv3992397248 
a:link, #yiv3992397248 span.yiv3992397248MsoHyperlink 
{color:#0563C1;text-decoration:underline;}#yiv3992397248 a:visited, 
#yiv3992397248 span.yiv3992397248MsoHyperlinkFollowed 
{color:#954F72;text-decoration:underline;}#yiv3992397248 
span.yiv3992397248EmailStyle17 {color:#1F497D;}#yiv3992397248 
.yiv3992397248MsoChpDefault {font-size:10.0pt;}#yiv3992397248 filtered 
{margin:1.0in 1.0in 1.0in 1.0in;}#yiv3992397248 div.yiv3992397248WordSection1 
{}#yiv3992397248 You know all those “cool” names? Well, it’s Brad’s fault. 
(Isn’t it always?)    Long live Outliner Cheese and Directed Acyclic Monkeys!   
    Ed    

   

Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread Chris Johnson
Want some silly names...try out max...why subdivide when you cab
turbosmooth!!!
On Feb 17, 2015 1:23 PM, Eric Thivierge ethivie...@hybride.com wrote:

  Why isn't Render Tree good? It's a tree of nodes for rendering...

 Same with ICE Tree.

 Eric T.

 On 2/17/2015 1:16 PM, Rob Wuijster wrote:

 Should have been 'Render Schematic View ;-P

 Rob

 \/-\/\/

 On 17-2-2015 19:10, Simon Reeves wrote:

 render tree isn't the best!



 Simon Reeves
 London, UK
  *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*





Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread Eric Turman
I hear that tubosmooth is better than superchargersmooth but not as good as
hypersmooth, megasmooth, ultrasmooth, or ribbed-for-her-pleasure-smooth :P

On Wed, Feb 18, 2015 at 4:45 PM, Chris Johnson chr...@topixfx.com wrote:

 Want some silly names...try out max...why subdivide when you cab
 turbosmooth!!!




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread Bradley Gabe
Sorry John, you didn't hear. I fixed Ebola a while ago. However, Autodesk 
bought out the technology and has discontinued it in favor of only supporting 
their Hanta virus cure. 

No worries, if you do contract Ebola, you can just use the Hanta treatment. 
Granted, it doesn't effectively treat Ebola, but a virus is a virus. 

Sent from my iPhone

 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:
 
 
 i feel absolutely comfortable blaming Brad.not just for the cool names, 
 but for virtually everything.
 dangit Brad.why haven't you fixed Ebola yet
 
 sheeesh
 On Wednesday, February 18, 2015 2:54 PM, Ed Harriss ed.harr...@sas.com 
 wrote:
 
 
 You know all those “cool” names?
 Well, it’s Brad’s fault. (Isn’t it always?)
  
 Long live Outliner Cheese and Directed Acyclic Monkeys!
  
  
 Ed
  
 
 


Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread John Clausing
Silly conversations are so much better with Brad in them

:)

Sent from my iPhone

 On Feb 18, 2015, at 8:12 PM, Bradley Gabe witha...@gmail.com wrote:
 
 Sorry John, you didn't hear. I fixed Ebola a while ago. However, Autodesk 
 bought out the technology and has discontinued it in favor of only supporting 
 their Hanta virus cure. 
 
 No worries, if you do contract Ebola, you can just use the Hanta treatment. 
 Granted, it doesn't effectively treat Ebola, but a virus is a virus. 
 
 Sent from my iPhone
 
 On Feb 18, 2015, at 2:01 PM, john clausing jclausin...@yahoo.com wrote:
 
 
 i feel absolutely comfortable blaming Brad.not just for the cool 
 names, but for virtually everything.
 dangit Brad.why haven't you fixed Ebola yet
 
 sheeesh
 On Wednesday, February 18, 2015 2:54 PM, Ed Harriss ed.harr...@sas.com 
 wrote:
 
 
 You know all those “cool” names?
 Well, it’s Brad’s fault. (Isn’t it always?)
  
 Long live Outliner Cheese and Directed Acyclic Monkeys!
  
  
 Ed
  
 
 


Re: Maya thinks they're clever....and that's the problem

2015-02-18 Thread Eric Turman
Nope, did not forget about Ultimapper, I used it the other week and yes it
is a bit of a goofy name.

Soft has a handful of goofy names...Direct *X* *S*oft*I*mage being one of
them, but more often than not the names in Soft are more straight forward
and reasonable than its surviving counterparts.

-- 




-=T=-


Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Steven Caron
Meh, I prefer my 'Envelopes'... skinning can get confused with UV Mapping.
Bind on the other hand... I don't mind that too much.

On Tue, Feb 17, 2015 at 9:21 AM, Greg Punchatz g...@janimation.com wrote:

 and in Maya's defense Soft got a lot of names goofy too... Envelopes
 should be called skinning

 Thats about the nicest thing I have to say about maya at this point ;)





Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Bradley Gabe
One vote for hypercheese and shadermonkey

You know, for the next iteration.


Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Jason S

  
  
On 02/17/15 13:21, Francois Lord wrote:


  
  "Shader Designer Plus 2000"


Lol  xD
  



Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread James De Colling
heh, shadermonkey reminds me of ATI's rendermonkey

http://developer.amd.com/tools-and-sdks/archive/legacy-cpu-gpu-tools/rendermonkey-toolsuite/

On Wed, Feb 18, 2015 at 2:33 PM, Bradley Gabe witha...@gmail.com wrote:

 One vote for hypercheese and shadermonkey

 You know, for the next iteration.





Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Eric Thivierge

Hey John,

Your DAG assessment may be a bit too simplified. :P

For your Group comment
If you think the cleverness is so abusive, then why did Softimage put in 
the Transform Group object which is exactly like a Maya group? It's a 
transform with no icon.


Graph Editor
Well like in Softimage you can edit more than just fcurves for 
animation. You can edit fcurves that are driving things WHEN they are 
animated.


Lastly, try talking to any long time Maya user and suggest a name change 
to anything in Maya. After a full 2-3 days of arguing through an email 
thread, you'll hopefully waive the white flag and continue on with your 
life.


Eric T.

On 2/17/2015 11:16 AM, john clausing wrote:

DAG or directed acyclic graph.what they mean is object hierarchy
Hypershade..what they mean is material editor
Hypergraph..what they mean is schematic
Graph Editor.what they mean is animation editor
Visorstill no idea
Group.what they mean is null sorta, but it's called null in 
the outliner even though they call it group...waitwhat?

Set.what they mean is group

c'monaren't we past calling things nerdy names cause they're cool?

thus endeth my rantsorry.

john




Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Greg Punchatz
and in Maya's defense Soft got a lot of names goofy too... Envelopes should
be called skinning

Thats about the nicest thing I have to say about maya at this point ;)

On Tue, Feb 17, 2015 at 10:29 AM, Robert Cole rob...@texturelighting.com
wrote:

  Whoa!
 The Hypershade.. it s'posed to be a Render Tree, not as good, or as
 functional, and the name sounded really cool in school... still not sure
 what's so hyper about it.. 'cept it gets me Hyper that's for sure.
 -R

 On 2/17/2015 11:16 AM, john clausing wrote:

  DAG or directed acyclic graph.what they mean is object hierarchy
 Hypershade..what they mean is material editor
 Hypergraph..what they mean is schematic
 Graph Editor.what they mean is animation editor
 Visorstill no idea
 Group.what they mean is null sorta, but it's called null in the
 outliner even though they call it group...waitwhat?
 Set.what they mean is group

  c'monaren't we past calling things nerdy names cause they're cool?

  thus endeth my rantsorry.

  john





RE: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Sven Constable
Thinking about trees and graphs and editors and monkeys and cheese: Isn't a 
graph actually what we are calling the FCurve Editor? It should have been 
called Animation Graph Editor and a RenderTree/Shader Graph is actually more 
a Shader Layout Editor because it displays no graph at all... So its more a 
tree (rotated) than a graph. lol

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 17, 2015 8:20 PM
To: softimage@listproc.autodesk.com; r...@casema.nl
Subject: Re: Maya thinks they're cleverand that's the problem

I think some things need to be named so they don't have an implicit complexity 
to it.

Graph I find has more complexity to it than Tree. And when you look at it (you 
know, head rotated 90 degrees) it does look like a tree.

Eric T.

On 2/17/2015 1:45 PM, Grahame Fuller wrote:
 Technically, it’s not a tree. It’s a graph. In fact, it’s directed and 
 acyclic.

 gray





Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread john clausing
you can argue that tree might be incorrect, that it should be skin rather 
than envelope..but i get all of those in any case.
but..they actually use HYPER in several things, and they actually 
used Directed Acyclic Graph...
i mean C'MON! :) 

 On Tuesday, February 17, 2015 2:20 PM, Eric Thivierge 
ethivie...@hybride.com wrote:
   

 I think some things need to be named so they don't have an implicit 
complexity to it.

Graph I find has more complexity to it than Tree. And when you look at 
it (you know, head rotated 90 degrees) it does look like a tree.

Eric T.

On 2/17/2015 1:45 PM, Grahame Fuller wrote:
 Technically, it’s not a tree. It’s a graph. In fact, it’s directed and 
 acyclic.

 gray




   

Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Luc-Eric Rousseau
I'm not clear on how the Render Tree in XSI got to be called that, but
I think there was a renderman-related product Shader Tree or ShadeTree
that was hot at that time.
We have often discussed internally that Render Tree was not a good
name, you'd expect that to control the whole render process, not just
edit one shader,

Hypergraph/HyperShade might have called that for the same reason that
links in the web browser are called Hyperlinks: was trendy in the
1990s.  But an hypergraph is also an actual math term, a graph where
any edge can connect anywhere.


Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Eric Thivierge

Indeed... :D

Next iteration it will go from Hyper to Ludicrous, maybe then into Plaid.

Eric T.

On 2/17/2015 2:25 PM, john clausing wrote:
you can argue that tree might be incorrect, that it should be skin 
rather than envelope..but i get all of those in any case.


but..they actually use HYPER in several things, and they 
actually used Directed Acyclic Graph...


i mean C'MON! :)




RE: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Grahame Fuller
Technically, it’s not a tree. It’s a graph. In fact, it’s directed and acyclic.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 17, 2015 1:23 PM
To: r...@casema.nl; softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

Why isn't Render Tree good? It's a tree of nodes for rendering...

Same with ICE Tree.

Eric T.
On 2/17/2015 1:16 PM, Rob Wuijster wrote:
Should have been 'Render Schematic View ;-P


Rob



\/-\/\/
On 17-2-2015 19:10, Simon Reeves wrote:
render tree isn't the best!



Simon Reeves
London, UK
si...@simonreeves.commailto:si...@simonreeves.com
www.simonreeves.comhttp://www.simonreeves.com
www.analogstudio.co.ukhttp://www.analogstudio.co.uk


attachment: winmail.dat

Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Rob Wuijster

Should have been 'Render Schematic View ;-P

Rob

\/-\/\/

On 17-2-2015 19:10, Simon Reeves wrote:

render tree isn't the best!



Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/
/www.analogstudio.co.uk http://www.analogstudio.co.uk//
/

On 17 February 2015 at 17:21, Greg Punchatz g...@janimation.com 
mailto:g...@janimation.com wrote:


and in Maya's defense Soft got a lot of names goofy too...
Envelopes should be called skinning

Thats about the nicest thing I have to say about maya at this point ;)

On Tue, Feb 17, 2015 at 10:29 AM, Robert Cole
rob...@texturelighting.com mailto:rob...@texturelighting.com
wrote:

Whoa!
The Hypershade.. it s'posed to be a Render Tree, not as good,
or as functional, and the name sounded really cool in
school... still not sure what's so hyper about it.. 'cept it
gets me Hyper that's for sure.
-R

On 2/17/2015 11:16 AM, john clausing wrote:

DAG or directed acyclic graph.what they mean is object
hierarchy
Hypershade..what they mean is material editor
Hypergraph..what they mean is schematic
Graph Editor.what they mean is animation editor
Visorstill no idea
Group.what they mean is null sorta, but it's called
null in the outliner even though they call it
group...waitwhat?
Set.what they mean is group

c'monaren't we past calling things nerdy names cause
they're cool?

thus endeth my rantsorry.

john




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Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Eric Thivierge

Why isn't Render Tree good? It's a tree of nodes for rendering...

Same with ICE Tree.

Eric T.

On 2/17/2015 1:16 PM, Rob Wuijster wrote:

Should have been 'Render Schematic View ;-P
Rob

\/-\/\/
On 17-2-2015 19:10, Simon Reeves wrote:

render tree isn't the best!



Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/
/www.analogstudio.co.uk http://www.analogstudio.co.uk//
/





Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Andy Goehler
The render tree is limited to… shader nodes. You can’t pull e.g. a transform 
node from the scene into it and drive a shader. In the ICE tree you can, for 
the most part as well with hyper shade, IIRC.

Andy

 On Feb 17, 2015, at 19:22, Eric Thivierge ethivie...@hybride.com wrote:
 
 Why isn't Render Tree good? It's a tree of nodes for rendering...
 
 Same with ICE Tree. 
 
 Eric T.
 
 On 2/17/2015 1:16 PM, Rob Wuijster wrote:
 Should have been 'Render Schematic View ;-P
 Rob
 
 \/-\/\/
 On 17-2-2015 19:10, Simon Reeves wrote:
 render tree isn't the best!
 
 
 
 Simon Reeves
 London, UK
 si...@simonreeves.com mailto:si...@simonreeves.com
 www.simonreeves.com http://www.simonreeves.com/
 www.analogstudio.co.uk http://www.analogstudio.co.uk/
 
 



RE: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Sven Constable
The more I think about these naming decisions, the more I think Softimage did 
many, many things right. If I want to edit my animation I use an 'Animation 
Editor. If I want to have my renderings look good, I use a 'Render Tree'. I'm 
happy we have no 'hyper-nurbs' or  a  'interactive mental-mill editor'.  ;) 
Thank you Softimage!

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Tuesday, February 17, 2015 8:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: Maya thinks they're cleverand that's the problem

Thinking about trees and graphs and editors and monkeys and cheese: Isn't a 
graph actually what we are calling the FCurve Editor? It should have been 
called Animation Graph Editor and a RenderTree/Shader Graph is actually more 
a Shader Layout Editor because it displays no graph at all... So its more a 
tree (rotated) than a graph. lol

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 17, 2015 8:20 PM
To: softimage@listproc.autodesk.com; r...@casema.nl
Subject: Re: Maya thinks they're cleverand that's the problem

I think some things need to be named so they don't have an implicit complexity 
to it.

Graph I find has more complexity to it than Tree. And when you look at it (you 
know, head rotated 90 degrees) it does look like a tree.

Eric T.

On 2/17/2015 1:45 PM, Grahame Fuller wrote:
 Technically, it’s not a tree. It’s a graph. In fact, it’s directed and 
 acyclic.

 gray






RE: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Sven Constable
Maybe Shader Tree would have described it better. Because we actually do 
shading in it, not rendering. On the other hand, any tree implies something 
growing upward. Well, the trees in Softimage go sidewards. Except the FX Tree, 
that thing goes downwards but it looks like a tree at least :)   So Shader 
Graph seems even more suitable to me than Shader Tree.

 

sven

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, February 17, 2015 7:23 PM
To: r...@casema.nl; softimage@listproc.autodesk.com
Subject: Re: Maya thinks they're cleverand that's the problem

 

Why isn't Render Tree good? It's a tree of nodes for rendering...

Same with ICE Tree. 

Eric T.

On 2/17/2015 1:16 PM, Rob Wuijster wrote:

Should have been 'Render Schematic View ;-P



Rob
 
\/-\/\/

On 17-2-2015 19:10, Simon Reeves wrote:

render tree isn't the best!






Simon Reeves

London, UK

si...@simonreeves.com
www.simonreeves.com

www.analogstudio.co.uk

 

 



Re: Maya thinks they're clever....and that's the problem

2015-02-17 Thread Eric Thivierge
I think some things need to be named so they don't have an implicit 
complexity to it.


Graph I find has more complexity to it than Tree. And when you look at 
it (you know, head rotated 90 degrees) it does look like a tree.


Eric T.

On 2/17/2015 1:45 PM, Grahame Fuller wrote:

Technically, it’s not a tree. It’s a graph. In fact, it’s directed and acyclic.

gray