Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sebastien Sterling
Surely they have some kind of an equivalence.


On 20 April 2014 18:13, Eric Turman  wrote:

> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one of the plugins that have already been compiled.
>
> The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya 2015
>
> Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
> -=Eric
>
> --
>
>
>
>
> -=T=-
>


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Not according to many many Google searches :-/


On Sun, Apr 20, 2014 at 12:39 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Surely they have some kind of an equivalence.
>
>
> On 20 April 2014 18:13, Eric Turman  wrote:
>
>> I'm porting over some of my core rig components. when I hit a brick
>> wall...
>>
>> Maya having no exponent or power nodes?!?!
>>
>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or
>> use one of the plugins that have already been compiled.
>>
>> The problems are:
>> 1) I can not require a client to figure out how to install a plugin in
>> order for a rig to work
>> 2) None of these plugins that I can find have been compiled for Maya 2015
>>
>> Maya's expressions are too slow to evaluate. Does anyone have any
>> suggestions of how I can get around this in the node editor without
>> resorting to a plugin?
>>
>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
>> several sharp kicks in the yarbles >.<
>>
>> -=Eric
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:

> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one of the plugins that have already been compiled.
>
> The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya 2015
>
> Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
> -=Eric
>
> --
>
>
>
>
> -=T=-
>


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Brilliant! Thank you very much, I would not have thought of looking there.
Now I can stop pouring over the internet looking for a solution and get
back to work ;)

It is odd that this didn't come up in any Google searches.

Thanks again Ben :)

I'm so glad that this list is still alive.


On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:

> multiplyDivide node can do power.
>
>
> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
>
>> I'm porting over some of my core rig components. when I hit a brick
>> wall...
>>
>> Maya having no exponent or power nodes?!?!
>>
>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or
>> use one of the plugins that have already been compiled.
>>
>> The problems are:
>> 1) I can not require a client to figure out how to install a plugin in
>> order for a rig to work
>> 2) None of these plugins that I can find have been compiled for Maya 2015
>>
>> Maya's expressions are too slow to evaluate. Does anyone have any
>> suggestions of how I can get around this in the node editor without
>> resorting to a plugin?
>>
>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
>> several sharp kicks in the yarbles >.<
>>
>> -=Eric
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
I remember chaining up multDoubleLinears once, so maybe it wasn't always in
there.

Searching for maya help is like searching for ringtones or song lyrics. The
signal:noise ratio of google results is pretty bad. You usually end up in
the tall grass of CGtalk threads from 2007.


On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman  wrote:

> Brilliant! Thank you very much, I would not have thought of looking there.
> Now I can stop pouring over the internet looking for a solution and get
> back to work ;)
>
> It is odd that this didn't come up in any Google searches.
>
> Thanks again Ben :)
>
> I'm so glad that this list is still alive.
>
>
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
>
>> multiplyDivide node can do power.
>>
>>
>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman wrote:
>>
>>> I'm porting over some of my core rig components. when I hit a brick
>>> wall...
>>>
>>> Maya having no exponent or power nodes?!?!
>>>
>>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or
>>> use one of the plugins that have already been compiled.
>>>
>>> The problems are:
>>> 1) I can not require a client to figure out how to install a plugin in
>>> order for a rig to work
>>> 2) None of these plugins that I can find have been compiled for Maya 2015
>>>
>>> Maya's expressions are too slow to evaluate. Does anyone have any
>>> suggestions of how I can get around this in the node editor without
>>> resorting to a plugin?
>>>
>>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
>>> several sharp kicks in the yarbles >.<
>>>
>>> -=Eric
>>>
>>> --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>
>
> --
>
>
>
>
> -=T=-
>


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sebastien Sterling
Is there actually a comprehensive list of all the editable nodes ? the ones
you might use for rigging ?



On 20 April 2014 19:25, Ben Barker  wrote:

> I remember chaining up multDoubleLinears once, so maybe it wasn't always
> in there.
>
> Searching for maya help is like searching for ringtones or song lyrics.
> The signal:noise ratio of google results is pretty bad. You usually end up
> in the tall grass of CGtalk threads from 2007.
>
>
> On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman  wrote:
>
>> Brilliant! Thank you very much, I would not have thought of looking
>> there. Now I can stop pouring over the internet looking for a solution and
>> get back to work ;)
>>
>> It is odd that this didn't come up in any Google searches.
>>
>> Thanks again Ben :)
>>
>> I'm so glad that this list is still alive.
>>
>>
>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker wrote:
>>
>>> multiplyDivide node can do power.
>>>
>>>
>>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman wrote:
>>>
 I'm porting over some of my core rig components. when I hit a brick
 wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or
 use one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya
 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the "brilliant" mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles >.<

 -=Eric

 --




 -=T=-

>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> -=T=-
>>
>
>


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Siew Yi Liang

Hi Eric:

What kind of expressions are you dealing with that's causing slowdown in 
the scene? I've found that they actually evaluate pretty fast short of 
making a C++ plugin. If you're writing them as Python, it might be a bit 
of a bottleneck I've found.


@ Sebastien: There's not really a list per se...but most of the useful 
ones related to rigging will be in the hypershade > Maya > utilities. 
There's some simple tricks here and there (such as using condition nodes 
to clamp values instead of the actual clamp node for certain inputs) 
that you should be aware of, but unfortunately the reality is that 
you'll have to get used to either making your own nodes or living with 
the smaller variety of utility nodes OOTB.


Yours sincerely,
Siew Yi Liang

On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
Is there actually a comprehensive list of all the editable nodes ? the 
ones you might use for rigging ?




On 20 April 2014 19:25, Ben Barker > wrote:


I remember chaining up multDoubleLinears once, so maybe it wasn't
always in there.

Searching for maya help is like searching for ringtones or song
lyrics. The signal:noise ratio of google results is pretty bad.
You usually end up in the tall grass of CGtalk threads from 2007.


On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman mailto:i.anima...@gmail.com>> wrote:

Brilliant! Thank you very much, I would not have thought of
looking there. Now I can stop pouring over the internet
looking for a solution and get back to work ;)

It is odd that this didn't come up in any Google searches.

Thanks again Ben :)

I'm so glad that this list is still alive.


On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker
mailto:ben.bar...@gmail.com>> wrote:

multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman
mailto:i.anima...@gmail.com>> wrote:

I'm porting over some of my core rig components. when
I hit a brick wall...

Maya having no exponent or power nodes?!?!

Sure I could roll my own in C++ if my C++ code-fu was
strong enough or use one of the plugins that have
already been compiled.

The problems are:
1) I can not require a client to figure out how to
install a plugin in order for a rig to work
2) None of these plugins that I can find have been
compiled for Maya 2015

Maya's expressions are too slow to evaluate. Does
anyone have any suggestions of how I can get around
this in the node editor without resorting to a plugin?

I swear, the "brilliant" mastermind behind EOLing
Softimage deserves several sharp kicks in the yarbles >.<

-=Eric

-- 





-=T=-





-- 





-=T=-







Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Just as a rule of thumb, I avoid expressions in Maya when I can for similar
reasons why I avoid scripted operators when I can in Softimage. They both
*seem* fast enough in a one-off situation, but when you use a bunch of them
on a rig, then the slowdown becomes apparent. Even if it costs me more work
initially, I strive for as high a frame-rate for the animator as I can in
any 3DCC package.

-=Eric


On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang  wrote:

>  Hi Eric:
>
> What kind of expressions are you dealing with that's causing slowdown in
> the scene? I've found that they actually evaluate pretty fast short of
> making a C++ plugin. If you're writing them as Python, it might be a bit of
> a bottleneck I've found.
>
> @ Sebastien: There's not really a list per se...but most of the useful
> ones related to rigging will be in the hypershade > Maya > utilities.
> There's some simple tricks here and there (such as using condition nodes to
> clamp values instead of the actual clamp node for certain inputs) that you
> should be aware of, but unfortunately the reality is that you'll have to
> get used to either making your own nodes or living with the smaller variety
> of utility nodes OOTB.
>
> Yours sincerely,
> Siew Yi Liang
>
> On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
>
>  Is there actually a comprehensive list of all the editable nodes ? the
> ones you might use for rigging ?
>
>
>
> On 20 April 2014 19:25, Ben Barker  wrote:
>
>> I remember chaining up multDoubleLinears once, so maybe it wasn't always
>> in there.
>>
>> Searching for maya help is like searching for ringtones or song lyrics.
>> The signal:noise ratio of google results is pretty bad. You usually end up
>> in the tall grass of CGtalk threads from 2007.
>>
>>
>> On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman wrote:
>>
>>> Brilliant! Thank you very much, I would not have thought of looking
>>> there. Now I can stop pouring over the internet looking for a solution and
>>> get back to work ;)
>>>
>>>  It is odd that this didn't come up in any Google searches.
>>>
>>>  Thanks again Ben :)
>>>
>>>  I'm so glad that this list is still alive.
>>>
>>>
>>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker wrote:
>>>
 multiplyDivide node can do power.


 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman wrote:

> I'm porting over some of my core rig components. when I hit a brick
> wall...
>
>  Maya having no exponent or power nodes?!?!
>
>  Sure I could roll my own in C++ if my C++ code-fu was strong enough
> or use one of the plugins that have already been compiled.
>
>  The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya
> 2015
>
>  Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
>  I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
>  -=Eric
>
>  --
>
>
>
>
> -=T=-
>


>>>
>>>
>>>   --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>
>


-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sergio Muciño
That's been my experience too. I tend to do everything I can with nodes. 

Sergio M. 

Sent from my iPhone

> On Apr 20, 2014, at 8:43 PM, Eric Turman  wrote:
> 
> Just as a rule of thumb, I avoid expressions in Maya when I can for similar 
> reasons why I avoid scripted operators when I can in Softimage. They both 
> *seem* fast enough in a one-off situation, but when you use a bunch of them 
> on a rig, then the slowdown becomes apparent. Even if it costs me more work 
> initially, I strive for as high a frame-rate for the animator as I can in any 
> 3DCC package. 
> 
> -=Eric
> 
> 
>> On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang  wrote:
>> Hi Eric:
>> 
>> What kind of expressions are you dealing with that's causing slowdown in the 
>> scene? I've found that they actually evaluate pretty fast short of making a 
>> C++ plugin. If you're writing them as Python, it might be a bit of a 
>> bottleneck I've found.
>> 
>> @ Sebastien: There's not really a list per se...but most of the useful ones 
>> related to rigging will be in the hypershade > Maya > utilities. There's 
>> some simple tricks here and there (such as using condition nodes to clamp 
>> values instead of the actual clamp node for certain inputs) that you should 
>> be aware of, but unfortunately the reality is that you'll have to get used 
>> to either making your own nodes or living with the smaller variety of 
>> utility nodes OOTB.
>>  Yours sincerely,
>> Siew Yi Liang
>>> On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
>>> Is there actually a comprehensive list of all the editable nodes ? the ones 
>>> you might use for rigging ?
>>> 
>>> 
>>> 
 On 20 April 2014 19:25, Ben Barker  wrote:
 I remember chaining up multDoubleLinears once, so maybe it wasn't always 
 in there. 
 
 Searching for maya help is like searching for ringtones or song lyrics. 
 The signal:noise ratio of google results is pretty bad. You usually end up 
 in the tall grass of CGtalk threads from 2007.
 
 
> On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman  wrote:
> Brilliant! Thank you very much, I would not have thought of looking 
> there. Now I can stop pouring over the internet looking for a solution 
> and get back to work ;)
> 
> It is odd that this didn't come up in any Google searches. 
> 
> Thanks again Ben :)
> 
> I'm so glad that this list is still alive.
> 
> 
>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  
>> wrote:
>> multiplyDivide node can do power.
>> 
>> 
>>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  
>>> wrote:
>>> I'm porting over some of my core rig components. when I hit a brick 
>>> wall...
>>> 
>>> Maya having no exponent or power nodes?!?! 
>>> 
>>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or 
>>> use one of the plugins that have already been compiled.
>>> 
>>> The problems are: 
>>> 1) I can not require a client to figure out how to install a plugin in 
>>> order for a rig to work 
>>> 2) None of these plugins that I can find have been compiled for Maya 
>>> 2015
>>> 
>>> Maya's expressions are too slow to evaluate. Does anyone have any 
>>> suggestions of how I can get around this in the node editor without 
>>> resorting to a plugin?
>>> 
>>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves 
>>> several sharp kicks in the yarbles >.<
>>> 
>>> -=Eric
>>> 
>>> -- 
>>> 
>>> 
>>> 
>>> 
>>> -=T=-
> 
> 
> 
> -- 
> 
> 
> 
> 
> -=T=-
> 
> 
> 
> -- 
> 
> 
> 
> 
> -=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Graham D Clark
And that might be the funniest reason to keep this list alive as it becomes the 
best place to get Maya answers due to the community of the Softimage list.
And another top place to get Houdini answers, the Sidefx list has always been 
very similar.

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

> On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:
> 
> Brilliant! Thank you very much, I would not have thought of looking there. 
> Now I can stop pouring over the internet looking for a solution and get back 
> to work ;)
> 
> It is odd that this didn't come up in any Google searches. 
> 
> Thanks again Ben :)
> 
> I'm so glad that this list is still alive.
> 
> 
>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
>> multiplyDivide node can do power.
>> 
>> 
>>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
>>> I'm porting over some of my core rig components. when I hit a brick wall...
>>> 
>>> Maya having no exponent or power nodes?!?! 
>>> 
>>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use 
>>> one of the plugins that have already been compiled.
>>> 
>>> The problems are: 
>>> 1) I can not require a client to figure out how to install a plugin in 
>>> order for a rig to work 
>>> 2) None of these plugins that I can find have been compiled for Maya 2015
>>> 
>>> Maya's expressions are too slow to evaluate. Does anyone have any 
>>> suggestions of how I can get around this in the node editor without 
>>> resorting to a plugin?
>>> 
>>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves 
>>> several sharp kicks in the yarbles >.<
>>> 
>>> -=Eric
>>> 
>>> -- 
>>> 
>>> 
>>> 
>>> 
>>> -=T=-
> 
> 
> 
> -- 
> 
> 
> 
> 
> -=T=-


RE: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread jim bough
Graham,

That might be true, but there was a time when the maya list server was every 
bit as active and helpful. It never recovered from the closing, for whatever 
reason it wasn't properly switched over to the highend list server, and lost 
many participants.  I would like to see it regain it former usefulness.

From: mailgrahamdcl...@gmail.com
Subject: Re: Why is Maya the standard when it lacks basic math nodes?
Date: Sun, 20 Apr 2014 21:14:51 -0700
To: softimage@listproc.autodesk.com

And that might be the funniest reason to keep this list alive as it becomes the 
best place to get Maya answers due to the community of the Softimage list.And 
another top place to get Houdini answers, the Sidefx list has always been very 
similar.
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo Dphone: 
why-I-stereohttp://www.linkedin.com/in/grahamclark
On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:

Brilliant! Thank you very much, I would not have thought of looking there. Now 
I can stop pouring over the internet looking for a solution and get back to 
work ;)
It is odd that this didn't come up in any Google searches. 

Thanks again Ben :)
I'm so glad that this list is still alive.

On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:

multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:

I'm porting over some of my core rig components. when I hit a brick wall...
Maya having no exponent or power nodes?!?! 


Sure I could roll my own in C++ if my C++ code-fu was strong enough or use one 
of the plugins that have already been compiled.

The problems are: 1) I can not require a client to figure out how to install a 
plugin in order for a rig to work 2) None of these plugins that I can find have 
been compiled for Maya 2015



Maya's expressions are too slow to evaluate. Does anyone have any suggestions 
of how I can get around this in the node editor without resorting to a plugin?
I swear, the "brilliant" mastermind behind EOLing Softimage deserves several 
sharp kicks in the yarbles >.<



-=Eric
-- 


 

 -=T=-





-- 


 

 -=T=-

  

Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
There's that and the fact that outside of this list hardly anybody even
knew about Softimage. I get a lot of "explain why you'd even want that" or
"try this convoluted workaround" or "just use this plugin (that isn't
compiled for 2015)" I find trying to explain a better way/workflow to the
dogmatic Maya users is...its like casting pearls before swine.


On Sun, Apr 20, 2014 at 11:29 PM, jim bough  wrote:

> Graham,
>
> That might be true, but there was a time when the maya list server was
> every bit as active and helpful. It never recovered from the closing, for
> whatever reason it wasn't properly switched over to the highend list
> server, and lost many participants.  I would like to see it regain it
> former usefulness.
>
> ------------------
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Sun, 20 Apr 2014 21:14:51 -0700
> To: softimage@listproc.autodesk.com
>
>
> And that might be the funniest reason to keep this list alive as it
> becomes the best place to get Maya answers due to the community of the
> Softimage list.
> And another top place to get Houdini answers, the Sidefx list has always
> been very similar.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> --




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-21 Thread Graham D Clark
Jim,
I was on it, I never found the Maya list as useful as the soft list was at that 
time, the Maya list was mostly overrun by students.

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

> On Apr 20, 2014, at 9:29 PM, jim bough  wrote:
> 
> Graham,
> 
> That might be true, but there was a time when the maya list server was every 
> bit as active and helpful. It never recovered from the closing, for whatever 
> reason it wasn't properly switched over to the highend list server, and lost 
> many participants.  I would like to see it regain it former usefulness.
> 
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Sun, 20 Apr 2014 21:14:51 -0700
> To: softimage@listproc.autodesk.com
> 
> And that might be the funniest reason to keep this list alive as it becomes 
> the best place to get Maya answers due to the community of the Softimage list.
> And another top place to get Houdini answers, the Sidefx list has always been 
> very similar.
> 
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
> 
> On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:
> 
> Brilliant! Thank you very much, I would not have thought of looking there. 
> Now I can stop pouring over the internet looking for a solution and get back 
> to work ;)
> 
> It is odd that this didn't come up in any Google searches. 
> 
> Thanks again Ben :)
> 
> I'm so glad that this list is still alive.
> 
> 
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
> multiplyDivide node can do power.
> 
> 
> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
> I'm porting over some of my core rig components. when I hit a brick wall...
> 
> Maya having no exponent or power nodes?!?! 
> 
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use 
> one of the plugins that have already been compiled.
> 
> The problems are: 
> 1) I can not require a client to figure out how to install a plugin in order 
> for a rig to work 
> 2) None of these plugins that I can find have been compiled for Maya 2015
> 
> Maya's expressions are too slow to evaluate. Does anyone have any suggestions 
> of how I can get around this in the node editor without resorting to a plugin?
> 
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves several 
> sharp kicks in the yarbles >.<
> 
> -=Eric
> 
> -- 
> 
> 
> 
> 
> -=T=-
> 
> 
> 
> 
> -- 
> 
> 
> 
> 
> -=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-21 Thread Sebastien Sterling
I suppose most maya studio's are big enough to generate their own knowledge
base internally, which means there is no sense in sharing said solutions
with the competition, they pretty much become house tech.


On 21 April 2014 10:11, Graham D Clark  wrote:

> Jim,
> I was on it, I never found the Maya list as useful as the soft list was at
> that time, the Maya list was mostly overrun by students.
>
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 9:29 PM, jim bough  wrote:
>
> Graham,
>
> That might be true, but there was a time when the maya list server was
> every bit as active and helpful. It never recovered from the closing, for
> whatever reason it wasn't properly switched over to the highend list
> server, and lost many participants.  I would like to see it regain it
> former usefulness.
>
> ----------------------
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Sun, 20 Apr 2014 21:14:51 -0700
> To: softimage@listproc.autodesk.com
>
> And that might be the funniest reason to keep this list alive as it
> becomes the best place to get Maya answers due to the community of the
> Softimage list.
> And another top place to get Houdini answers, the Sidefx list has always
> been very similar.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:
>
> Brilliant! Thank you very much, I would not have thought of looking there.
> Now I can stop pouring over the internet looking for a solution and get
> back to work ;)
>
> It is odd that this didn't come up in any Google searches.
>
> Thanks again Ben :)
>
> I'm so glad that this list is still alive.
>
>
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
>
> multiplyDivide node can do power.
>
>
> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
>
> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one of the plugins that have already been compiled.
>
> The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya 2015
>
> Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
> -=Eric
>
> --
>
>
>
>
> -=T=-
>
>
>
>
>
> --
>
>
>
>
> -=T=-
>
>


RE: Why is Maya the standard when it lacks basic math nodes?

2014-04-21 Thread jim bough
"Jim,
I was on it, I never found the Maya list as useful as the soft list was at that 
time, the Maya list was mostly overrun by students.

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D"

Overrun by students learning the software? That's terrible. Obviously mileage 
is going to vary, but there were multi-daily contributors, like Duncan and many 
others. I remember this being a tools testing ground as well, also where I 
first heard of soup-dev.com. For the nostalgia of it, I'll post a few 
screenshots of the activity of the list back then.. I might be wrong, the date 
will be on the entries anyway, but I think these were from about 2008.

From: mailgrahamdcl...@gmail.com
Subject: Re: Why is Maya the standard when it lacks basic math nodes?
Date: Mon, 21 Apr 2014 02:11:45 -0700
To: softimage@listproc.autodesk.com

Jim,I was on it, I never found the Maya list as useful as the soft list was at 
that time, the Maya list was mostly overrun by students.

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo Dphone: 
why-I-stereohttp://www.linkedin.com/in/grahamclark
On Apr 20, 2014, at 9:29 PM, jim bough  wrote:




Graham,

That might be true, but there was a time when the maya list server was every 
bit as active and helpful. It never recovered from the closing, for whatever 
reason it wasn't properly switched over to the highend list server, and lost 
many participants.  I would like to see it regain it former usefulness.

From: mailgrahamdcl...@gmail.com
Subject: Re: Why is Maya the standard when it lacks basic math nodes?
Date: Sun, 20 Apr 2014 21:14:51 -0700
To: softimage@listproc.autodesk.com

And that might be the funniest reason to keep this list alive as it becomes the 
best place to get Maya answers due to the community of the Softimage list.And 
another top place to get Houdini answers, the Sidefx list has always been very 
similar.
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo Dphone: 
why-I-stereohttp://www.linkedin.com/in/grahamclark
On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:

Brilliant! Thank you very much, I would not have thought of looking there. Now 
I can stop pouring over the internet looking for a solution and get back to 
work ;)
It is odd that this didn't come up in any Google searches. 

Thanks again Ben :)
I'm so glad that this list is still alive.

On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:

multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:

I'm porting over some of my core rig components. when I hit a brick wall...
Maya having no exponent or power nodes?!?! 


Sure I could roll my own in C++ if my C++ code-fu was strong enough or use one 
of the plugins that have already been compiled.

The problems are: 1) I can not require a client to figure out how to install a 
plugin in order for a rig to work 2) None of these plugins that I can find have 
been compiled for Maya 2015



Maya's expressions are too slow to evaluate. Does anyone have any suggestions 
of how I can get around this in the node editor without resorting to a plugin?
I swear, the "brilliant" mastermind behind EOLing Softimage deserves several 
sharp kicks in the yarbles >.<



-=Eric
-- 


 

 -=T=-





-- 


 

 -=T=-

  
  

Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-22 Thread John Richard Sanchez
Just installed 2015 ultimate after upgrading from the Maya /XSI Suite.
Doing some work in maya and I cant load mental ray in the plug in manager.
I get an error. The Specified procedure could not be found. (mayatomr) I do
see that MentalrayforMaya2015/plugins/mayatomr.mll is in the right
location. I also cant load in 2014 and  2 weeks ago finished a job
rendering in Mental Ray . ???


On Mon, Apr 21, 2014 at 9:37 AM, jim bough  wrote:

> "Jim,
> I was on it, I never found the Maya list as useful as the soft list was at
> that time, the Maya list was mostly overrun by students.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D"
>
> Overrun by students learning the software? That's terrible. Obviously
> mileage is going to vary, but there were multi-daily contributors, like
> Duncan and many others. I remember this being a tools testing ground as
> well, also where I first heard of soup-dev.com. For the nostalgia of it,
> I'll post a few screenshots of the activity of the list back then.. I might
> be wrong, the date will be on the entries anyway, but I think these were
> from about 2008.
>
>
> ------------------
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Mon, 21 Apr 2014 02:11:45 -0700
> To: softimage@listproc.autodesk.com
>
>
> Jim,
> I was on it, I never found the Maya list as useful as the soft list was at
> that time, the Maya list was mostly overrun by students.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 9:29 PM, jim bough  wrote:
>
> Graham,
>
> That might be true, but there was a time when the maya list server was
> every bit as active and helpful. It never recovered from the closing, for
> whatever reason it wasn't properly switched over to the highend list
> server, and lost many participants.  I would like to see it regain it
> former usefulness.
>
> --
> From: mailgrahamdcl...@gmail.com
> Subject: Re: Why is Maya the standard when it lacks basic math nodes?
> Date: Sun, 20 Apr 2014 21:14:51 -0700
> To: softimage@listproc.autodesk.com
>
> And that might be the funniest reason to keep this list alive as it
> becomes the best place to get Maya answers due to the community of the
> Softimage list.
> And another top place to get Houdini answers, the Sidefx list has always
> been very similar.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Apr 20, 2014, at 10:53 AM, Eric Turman  wrote:
>
> Brilliant! Thank you very much, I would not have thought of looking there.
> Now I can stop pouring over the internet looking for a solution and get
> back to work ;)
>
> It is odd that this didn't come up in any Google searches.
>
> Thanks again Ben :)
>
> I'm so glad that this list is still alive.
>
>
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker  wrote:
>
> multiplyDivide node can do power.
>
>
> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman  wrote:
>
> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one of the plugins that have already been compiled.
>
> The problems are:
> 1) I can not require a client to figure out how to install a plugin in
> order for a rig to work
> 2) None of these plugins that I can find have been compiled for Maya 2015
>
> Maya's expressions are too slow to evaluate. Does anyone have any
> suggestions of how I can get around this in the node editor without
> resorting to a plugin?
>
> I swear, the "brilliant" mastermind behind EOLing Softimage deserves
> several sharp kicks in the yarbles >.<
>
> -=Eric
>
> --
>
>
>
>
> -=T=-
>
>
>
>
>
> --
>
>
>
>
> -=T=-
>
>


-- 
www.johnrichardsanchez.com


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-22 Thread Jason S

  
  
I don't know if
it's related , but there is a plugin specifically addressing
various interop issues & stability of MR in Maya
  
  core-cg.com

  <
  One of the key reasons that the developers at Core-CG
  believe that Maya users have been having a less than
  placid experience with Mental Ray is due to the poor
  communication between Maya and the renderer. 
  
  Certain areas of translation between the two programs
  are either faulty or just getting plain lost, 
  the consequences being that shaders breaking, and
  longer than necessary rendering 
  are a natural occurrence that leave artists frustrated
  and having to find work-arounds that are not primarily
  apparent to the beginner. 
  
  MentalCore is built to stabilize and enhance
  the bridge between these two popular software packages
  that has been so desperately missed. >
  
  (..standard..)
  
  
  On 04/22/14 12:45, John Richard Sanchez wrote:


  Just installed 2015 ultimate after upgrading from
the Maya /XSI Suite. Doing some work in maya and I cant load
mental ray in the plug in manager. I get an error. The Specified
procedure could not be found. (mayatomr) I do see that
MentalrayforMaya2015/plugins/mayatomr.mll is in the right
location. I also cant load in 2014 and  2 weeks ago finished a
job rendering in Mental Ray . ???