Re: Softimage to Maya Equivalents

2014-09-16 Thread Jason S

  
  
attribute transfers 
  skinning 
  explorer
  passes/overrides/grouping 
  intuitive retargeting
  >referencing< (consistant worry free OOTB group work)
  ...
  ...
  ICE
  non-destructive
  easy to use
  fast
  stirdy and stable 
  
  (what Maya is not)
  
  
On 09/16/14 3:50, Raffaele Fragapane wrote:

  
  
  The metaphores and
  similitudes on this list since the EOL of Soft are on a whole
  different level...
  
  
  
  "on a whole different level" not unlike Soft, which makes yet
  another similitude :P
  
  
  
  
  On 09/16/14 3:26, Enrique Caballero wrote:


  Thanks for the info guys,  This is super helpful.


I just played around with List Reference Edits in the
  Reference Editor.


You can  list and remove edits in there

  Seems similar to a delta in there. Just far less readable. But
  when I remove edits, I dont have to update referenced model to
  see an update.


I'll play around with that for a while and see if it has
  what i need.


Thanks for the info Raf.  I want to use Assets, as i like
  the black box feature. I still have a lot of experimenting to
  do before i start moving forward with anything though


  
  


  



Re: Softimage to Maya Equivalents

2014-09-16 Thread Sebastien Sterling
Can't argue with that :3

On 16 September 2014 08:50, Raffaele Fragapane 
wrote:

> The metaphores and similitudes on this list since the EOL of Soft are on a
> whole different level...
>
> On Tue, Sep 16, 2014 at 5:46 PM, Mirko Jankovic  > wrote:
>
>> Like having a team of players on steroids playing a football on
>> minefield... you can and they are top of the class but better watch your
>> step...
>>
>>>
>


Re: Softimage to Maya Equivalents

2014-09-16 Thread Raffaele Fragapane
The metaphores and similitudes on this list since the EOL of Soft are on a
whole different level...

On Tue, Sep 16, 2014 at 5:46 PM, Mirko Jankovic 
wrote:

> Like having a team of players on steroids playing a football on
> minefield... you can and they are top of the class but better watch your
> step...
>
>>



Re: Softimage to Maya Equivalents

2014-09-16 Thread Mirko Jankovic
Like having a team of players on steroids playing a football on
minefield... you can and they are top of the class but better watch your
step...


On Tue, Sep 16, 2014 at 9:36 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> There are good things, and bad things. You can certainly go with it,
> countless movies and commercials prove it's possible, but you do have to
> change mentality quite drastically as out of the box you get a much less
> complete experience.
> While the much vaunted open-ness of the platform discussed in a previous
> thread is there and has its benefits, it also comes with a price.
>
> Personally I always liked the scene graph paradigm in Maya and with the
> Node Editor now it's exposed relatively well even for authoring, and that's
> certainly a plus and rather flexible. It also comes with a rather hefty
> price in managing it though.
>
> @Enrique
> My relatively limited experience with it insofar is that, if you know the
> pitfalls and take due care, it's OK, but you do have to move very, very
> slowly and possibly wrap a fair bit of functionality to make sure things
> are usable, trackable and reliable.
>
> e.g. I found a nasty bug with some nodes (some of them rather important
> ones) being mis-flagged and therefore being prone to deletion (partially
> fixed in 2015 ext1 I'm told, haven't checked yet), and had I not wrapped
> and secured around those, which requires locks and therefore interferes
> with standard tools operations, it'd be a world of pain.
>
> Basically you have a half decent toolbox, but you have to put a lot of
> blocks together to make something reliable out of it.
>
> On Tue, Sep 16, 2014 at 5:22 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Some day something will have to replace it, please god we can not keep
>> going like this ! :(
>>
>> On 16 September 2014 07:34, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> 1) Assets sort of work now. Studios aren't using them because very few
>>> places are using recent versions of Maya, and they have been a buggy
>>> disgrace for a while from what a lot of people who tried told me.
>>> I've started testing them and so far so good, but it's a metric ton of
>>> work to build around them.
>>>
>>> 2) It's not so much weaker, as much as it's not neatly organized.
>>> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the
>>> nodes that exist in a scene that don't correspond to the summation of all
>>> nodes present in the assets imported.
>>> A lot of places did just that (scanned the scene for that difference and
>>> saved out the lot) for a long time, actually.
>>> No, there isn't anything quite like delta, but the difference is
>>> recorded in terms of nodes connected to a referenced asset. The contents
>>> aren't always clear cut though, and there are quite a few nodes that will
>>> behave buggily or get completely creamed out if added.
>>>
>>> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all
>>> pervasive, and it generally writes and reads like the arse of a homeless
>>> leper, and when prototyping has the agility of a brick on sandpaper. I
>>> simply gave up on Python in Maya at this point to be honest and simply go
>>> straight to C++ even for trivialities, with the exception of Qt/UI work.
>>>
>>> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero <
>>> enriquecaball...@gmail.com> wrote:
>>>
 Hey guys,
   I am biting the bullet and transitioning our pipeline over to Maya
 with the support of Fabric a lot of our RnD Development.

 I have a few questions that I can't seem to find concrete answers for
 that I was hoping you guys could help me out with, I know that this is a
 Softimage mailing list, but because of that I expect that you guys will
 have the context necessary to help me out.

 Here are my questions

 1. Is there an equivalent to Models in Maya?  How do they encapsulate
 rigs and assets?  I have looked at the Assets feature that came out in Maya
 2011 and there is some pretty impressive stuff in there, but it seems that
 none of the big studios are using that.  Are the studios simply using
 Namespaces?  Cuss that seems pretty horrible.

 2.  Referencing seems much weaker in Maya, I guess that there is no
 Delta.  If not, where is the Delta information stored?  My friend Daniele
 says that it's just nodes in the scene, and is saved with the scene. Is
 there no centralised menu or place where I can find the connections to the
 scene and the referenced object,  basically... is there ANYTHING like a
 delta?

 3. Is it worth me learning Pymel?  I have started and it seems pretty
 easy to transition over. The syntax is actually pretty simple.   But the
 studios that I'm talking to seem to all use the native Python integration.


 Thanks in advance for any information shared.

 best,
  Enrique
>>>

Re: Softimage to Maya Equivalents

2014-09-16 Thread Raffaele Fragapane
There are good things, and bad things. You can certainly go with it,
countless movies and commercials prove it's possible, but you do have to
change mentality quite drastically as out of the box you get a much less
complete experience.
While the much vaunted open-ness of the platform discussed in a previous
thread is there and has its benefits, it also comes with a price.

Personally I always liked the scene graph paradigm in Maya and with the
Node Editor now it's exposed relatively well even for authoring, and that's
certainly a plus and rather flexible. It also comes with a rather hefty
price in managing it though.

@Enrique
My relatively limited experience with it insofar is that, if you know the
pitfalls and take due care, it's OK, but you do have to move very, very
slowly and possibly wrap a fair bit of functionality to make sure things
are usable, trackable and reliable.

e.g. I found a nasty bug with some nodes (some of them rather important
ones) being mis-flagged and therefore being prone to deletion (partially
fixed in 2015 ext1 I'm told, haven't checked yet), and had I not wrapped
and secured around those, which requires locks and therefore interferes
with standard tools operations, it'd be a world of pain.

Basically you have a half decent toolbox, but you have to put a lot of
blocks together to make something reliable out of it.

On Tue, Sep 16, 2014 at 5:22 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Some day something will have to replace it, please god we can not keep
> going like this ! :(
>
> On 16 September 2014 07:34, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> 1) Assets sort of work now. Studios aren't using them because very few
>> places are using recent versions of Maya, and they have been a buggy
>> disgrace for a while from what a lot of people who tried told me.
>> I've started testing them and so far so good, but it's a metric ton of
>> work to build around them.
>>
>> 2) It's not so much weaker, as much as it's not neatly organized.
>> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the
>> nodes that exist in a scene that don't correspond to the summation of all
>> nodes present in the assets imported.
>> A lot of places did just that (scanned the scene for that difference and
>> saved out the lot) for a long time, actually.
>> No, there isn't anything quite like delta, but the difference is recorded
>> in terms of nodes connected to a referenced asset. The contents aren't
>> always clear cut though, and there are quite a few nodes that will behave
>> buggily or get completely creamed out if added.
>>
>> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all
>> pervasive, and it generally writes and reads like the arse of a homeless
>> leper, and when prototyping has the agility of a brick on sandpaper. I
>> simply gave up on Python in Maya at this point to be honest and simply go
>> straight to C++ even for trivialities, with the exception of Qt/UI work.
>>
>> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>>> Hey guys,
>>>   I am biting the bullet and transitioning our pipeline over to Maya
>>> with the support of Fabric a lot of our RnD Development.
>>>
>>> I have a few questions that I can't seem to find concrete answers for
>>> that I was hoping you guys could help me out with, I know that this is a
>>> Softimage mailing list, but because of that I expect that you guys will
>>> have the context necessary to help me out.
>>>
>>> Here are my questions
>>>
>>> 1. Is there an equivalent to Models in Maya?  How do they encapsulate
>>> rigs and assets?  I have looked at the Assets feature that came out in Maya
>>> 2011 and there is some pretty impressive stuff in there, but it seems that
>>> none of the big studios are using that.  Are the studios simply using
>>> Namespaces?  Cuss that seems pretty horrible.
>>>
>>> 2.  Referencing seems much weaker in Maya, I guess that there is no
>>> Delta.  If not, where is the Delta information stored?  My friend Daniele
>>> says that it's just nodes in the scene, and is saved with the scene. Is
>>> there no centralised menu or place where I can find the connections to the
>>> scene and the referenced object,  basically... is there ANYTHING like a
>>> delta?
>>>
>>> 3. Is it worth me learning Pymel?  I have started and it seems pretty
>>> easy to transition over. The syntax is actually pretty simple.   But the
>>> studios that I'm talking to seem to all use the native Python integration.
>>>
>>>
>>> Thanks in advance for any information shared.
>>>
>>> best,
>>>  Enrique
>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


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


Re: Softimage to Maya Equivalents

2014-09-16 Thread Enrique Caballero
Thanks for the info guys,  This is super helpful.

I just played around with List Reference Edits in the Reference Editor.

You can  list and remove edits in there

Seems similar to a delta in there. Just far less readable. But when I
remove edits, I dont have to update referenced model to see an update.

I'll play around with that for a while and see if it has what i need.

Thanks for the info Raf.  I want to use Assets, as i like the black box
feature. I still have a lot of experimenting to do before i start moving
forward with anything though


On Tue, Sep 16, 2014 at 3:22 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Some day something will have to replace it, please god we can not keep
> going like this ! :(
>
> On 16 September 2014 07:34, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> 1) Assets sort of work now. Studios aren't using them because very few
>> places are using recent versions of Maya, and they have been a buggy
>> disgrace for a while from what a lot of people who tried told me.
>> I've started testing them and so far so good, but it's a metric ton of
>> work to build around them.
>>
>> 2) It's not so much weaker, as much as it's not neatly organized.
>> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the
>> nodes that exist in a scene that don't correspond to the summation of all
>> nodes present in the assets imported.
>> A lot of places did just that (scanned the scene for that difference and
>> saved out the lot) for a long time, actually.
>> No, there isn't anything quite like delta, but the difference is recorded
>> in terms of nodes connected to a referenced asset. The contents aren't
>> always clear cut though, and there are quite a few nodes that will behave
>> buggily or get completely creamed out if added.
>>
>> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all
>> pervasive, and it generally writes and reads like the arse of a homeless
>> leper, and when prototyping has the agility of a brick on sandpaper. I
>> simply gave up on Python in Maya at this point to be honest and simply go
>> straight to C++ even for trivialities, with the exception of Qt/UI work.
>>
>> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>>> Hey guys,
>>>   I am biting the bullet and transitioning our pipeline over to Maya
>>> with the support of Fabric a lot of our RnD Development.
>>>
>>> I have a few questions that I can't seem to find concrete answers for
>>> that I was hoping you guys could help me out with, I know that this is a
>>> Softimage mailing list, but because of that I expect that you guys will
>>> have the context necessary to help me out.
>>>
>>> Here are my questions
>>>
>>> 1. Is there an equivalent to Models in Maya?  How do they encapsulate
>>> rigs and assets?  I have looked at the Assets feature that came out in Maya
>>> 2011 and there is some pretty impressive stuff in there, but it seems that
>>> none of the big studios are using that.  Are the studios simply using
>>> Namespaces?  Cuss that seems pretty horrible.
>>>
>>> 2.  Referencing seems much weaker in Maya, I guess that there is no
>>> Delta.  If not, where is the Delta information stored?  My friend Daniele
>>> says that it's just nodes in the scene, and is saved with the scene. Is
>>> there no centralised menu or place where I can find the connections to the
>>> scene and the referenced object,  basically... is there ANYTHING like a
>>> delta?
>>>
>>> 3. Is it worth me learning Pymel?  I have started and it seems pretty
>>> easy to transition over. The syntax is actually pretty simple.   But the
>>> studios that I'm talking to seem to all use the native Python integration.
>>>
>>>
>>> Thanks in advance for any information shared.
>>>
>>> best,
>>>  Enrique
>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


Re: Softimage to Maya Equivalents

2014-09-16 Thread Sebastien Sterling
Some day something will have to replace it, please god we can not keep
going like this ! :(

On 16 September 2014 07:34, Raffaele Fragapane 
wrote:

> 1) Assets sort of work now. Studios aren't using them because very few
> places are using recent versions of Maya, and they have been a buggy
> disgrace for a while from what a lot of people who tried told me.
> I've started testing them and so far so good, but it's a metric ton of
> work to build around them.
>
> 2) It's not so much weaker, as much as it's not neatly organized.
> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the
> nodes that exist in a scene that don't correspond to the summation of all
> nodes present in the assets imported.
> A lot of places did just that (scanned the scene for that difference and
> saved out the lot) for a long time, actually.
> No, there isn't anything quite like delta, but the difference is recorded
> in terms of nodes connected to a referenced asset. The contents aren't
> always clear cut though, and there are quite a few nodes that will behave
> buggily or get completely creamed out if added.
>
> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all
> pervasive, and it generally writes and reads like the arse of a homeless
> leper, and when prototyping has the agility of a brick on sandpaper. I
> simply gave up on Python in Maya at this point to be honest and simply go
> straight to C++ even for trivialities, with the exception of Qt/UI work.
>
> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> Hey guys,
>>   I am biting the bullet and transitioning our pipeline over to Maya with
>> the support of Fabric a lot of our RnD Development.
>>
>> I have a few questions that I can't seem to find concrete answers for
>> that I was hoping you guys could help me out with, I know that this is a
>> Softimage mailing list, but because of that I expect that you guys will
>> have the context necessary to help me out.
>>
>> Here are my questions
>>
>> 1. Is there an equivalent to Models in Maya?  How do they encapsulate
>> rigs and assets?  I have looked at the Assets feature that came out in Maya
>> 2011 and there is some pretty impressive stuff in there, but it seems that
>> none of the big studios are using that.  Are the studios simply using
>> Namespaces?  Cuss that seems pretty horrible.
>>
>> 2.  Referencing seems much weaker in Maya, I guess that there is no
>> Delta.  If not, where is the Delta information stored?  My friend Daniele
>> says that it's just nodes in the scene, and is saved with the scene. Is
>> there no centralised menu or place where I can find the connections to the
>> scene and the referenced object,  basically... is there ANYTHING like a
>> delta?
>>
>> 3. Is it worth me learning Pymel?  I have started and it seems pretty
>> easy to transition over. The syntax is actually pretty simple.   But the
>> studios that I'm talking to seem to all use the native Python integration.
>>
>>
>> Thanks in advance for any information shared.
>>
>> best,
>>  Enrique
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Softimage to Maya Equivalents

2014-09-15 Thread Raffaele Fragapane
1) Assets sort of work now. Studios aren't using them because very few
places are using recent versions of Maya, and they have been a buggy
disgrace for a while from what a lot of people who tried told me.
I've started testing them and so far so good, but it's a metric ton of work
to build around them.

2) It's not so much weaker, as much as it's not neatly organized.
Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the nodes
that exist in a scene that don't correspond to the summation of all nodes
present in the assets imported.
A lot of places did just that (scanned the scene for that difference and
saved out the lot) for a long time, actually.
No, there isn't anything quite like delta, but the difference is recorded
in terms of nodes connected to a referenced asset. The contents aren't
always clear cut though, and there are quite a few nodes that will behave
buggily or get completely creamed out if added.

3) Yes, OM2 is OK and quite fast at a few things, but not yet all
pervasive, and it generally writes and reads like the arse of a homeless
leper, and when prototyping has the agility of a brick on sandpaper. I
simply gave up on Python in Maya at this point to be honest and simply go
straight to C++ even for trivialities, with the exception of Qt/UI work.

On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> Hey guys,
>   I am biting the bullet and transitioning our pipeline over to Maya with
> the support of Fabric a lot of our RnD Development.
>
> I have a few questions that I can't seem to find concrete answers for that
> I was hoping you guys could help me out with, I know that this is a
> Softimage mailing list, but because of that I expect that you guys will
> have the context necessary to help me out.
>
> Here are my questions
>
> 1. Is there an equivalent to Models in Maya?  How do they encapsulate rigs
> and assets?  I have looked at the Assets feature that came out in Maya 2011
> and there is some pretty impressive stuff in there, but it seems that none
> of the big studios are using that.  Are the studios simply using
> Namespaces?  Cuss that seems pretty horrible.
>
> 2.  Referencing seems much weaker in Maya, I guess that there is no Delta.
>  If not, where is the Delta information stored?  My friend Daniele says
> that it's just nodes in the scene, and is saved with the scene. Is there no
> centralised menu or place where I can find the connections to the scene and
> the referenced object,  basically... is there ANYTHING like a delta?
>
> 3. Is it worth me learning Pymel?  I have started and it seems pretty easy
> to transition over. The syntax is actually pretty simple.   But the studios
> that I'm talking to seem to all use the native Python integration.
>
>
> Thanks in advance for any information shared.
>
> best,
>  Enrique
>
>
>


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


Re: Softimage to Maya Equivalents

2014-09-15 Thread joshxsi
You sound like you are asking, "Does Maya make my life easy when I need to
do X?" and the answer of course, is no.

OpenMaya is faster but much less intuitive, the conversion from typed to
typeless and dealing with pointers in Python is pretty lame..

so the answer is, learn both!

On Tue, Sep 16, 2014 at 1:25 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Don't they just use groups ? for like everything ?
>
> On 16 September 2014 04:21, Enrique Caballero 
> wrote:
>
>> Hey guys,
>>   I am biting the bullet and transitioning our pipeline over to Maya with
>> the support of Fabric a lot of our RnD Development.
>>
>> I have a few questions that I can't seem to find concrete answers for
>> that I was hoping you guys could help me out with, I know that this is a
>> Softimage mailing list, but because of that I expect that you guys will
>> have the context necessary to help me out.
>>
>> Here are my questions
>>
>> 1. Is there an equivalent to Models in Maya?  How do they encapsulate
>> rigs and assets?  I have looked at the Assets feature that came out in Maya
>> 2011 and there is some pretty impressive stuff in there, but it seems that
>> none of the big studios are using that.  Are the studios simply using
>> Namespaces?  Cuss that seems pretty horrible.
>>
>> 2.  Referencing seems much weaker in Maya, I guess that there is no
>> Delta.  If not, where is the Delta information stored?  My friend Daniele
>> says that it's just nodes in the scene, and is saved with the scene. Is
>> there no centralised menu or place where I can find the connections to the
>> scene and the referenced object,  basically... is there ANYTHING like a
>> delta?
>>
>> 3. Is it worth me learning Pymel?  I have started and it seems pretty
>> easy to transition over. The syntax is actually pretty simple.   But the
>> studios that I'm talking to seem to all use the native Python integration.
>>
>>
>> Thanks in advance for any information shared.
>>
>> best,
>>  Enrique
>>
>>
>>
>


Re: Softimage to Maya Equivalents

2014-09-15 Thread Sebastien Sterling
Don't they just use groups ? for like everything ?

On 16 September 2014 04:21, Enrique Caballero 
wrote:

> Hey guys,
>   I am biting the bullet and transitioning our pipeline over to Maya with
> the support of Fabric a lot of our RnD Development.
>
> I have a few questions that I can't seem to find concrete answers for that
> I was hoping you guys could help me out with, I know that this is a
> Softimage mailing list, but because of that I expect that you guys will
> have the context necessary to help me out.
>
> Here are my questions
>
> 1. Is there an equivalent to Models in Maya?  How do they encapsulate rigs
> and assets?  I have looked at the Assets feature that came out in Maya 2011
> and there is some pretty impressive stuff in there, but it seems that none
> of the big studios are using that.  Are the studios simply using
> Namespaces?  Cuss that seems pretty horrible.
>
> 2.  Referencing seems much weaker in Maya, I guess that there is no Delta.
>  If not, where is the Delta information stored?  My friend Daniele says
> that it's just nodes in the scene, and is saved with the scene. Is there no
> centralised menu or place where I can find the connections to the scene and
> the referenced object,  basically... is there ANYTHING like a delta?
>
> 3. Is it worth me learning Pymel?  I have started and it seems pretty easy
> to transition over. The syntax is actually pretty simple.   But the studios
> that I'm talking to seem to all use the native Python integration.
>
>
> Thanks in advance for any information shared.
>
> best,
>  Enrique
>
>
>


Softimage to Maya Equivalents

2014-09-15 Thread Enrique Caballero
Hey guys,
  I am biting the bullet and transitioning our pipeline over to Maya with
the support of Fabric a lot of our RnD Development.

I have a few questions that I can't seem to find concrete answers for that
I was hoping you guys could help me out with, I know that this is a
Softimage mailing list, but because of that I expect that you guys will
have the context necessary to help me out.

Here are my questions

1. Is there an equivalent to Models in Maya?  How do they encapsulate rigs
and assets?  I have looked at the Assets feature that came out in Maya 2011
and there is some pretty impressive stuff in there, but it seems that none
of the big studios are using that.  Are the studios simply using
Namespaces?  Cuss that seems pretty horrible.

2.  Referencing seems much weaker in Maya, I guess that there is no Delta.
 If not, where is the Delta information stored?  My friend Daniele says
that it's just nodes in the scene, and is saved with the scene. Is there no
centralised menu or place where I can find the connections to the scene and
the referenced object,  basically... is there ANYTHING like a delta?

3. Is it worth me learning Pymel?  I have started and it seems pretty easy
to transition over. The syntax is actually pretty simple.   But the studios
that I'm talking to seem to all use the native Python integration.


Thanks in advance for any information shared.

best,
 Enrique


Re: softimage to maya equivalents

2014-04-09 Thread sc...@turbulenceffects.com


Sent from my HTC EVO 4G LTE exclusively from Sprint

- Reply message -
From: "John Clausing" 
To: "softimage list softimage list" 
Subject: softimage to maya equivalents
Date: Wed, Apr 9, 2014 8:13 PM
thanks John

softimage to maya equivalents

2014-04-09 Thread John Clausing
hey everyone,

i started a thread for those of us trying to make the shift to maya i 
thought it might be helpful to throw quick keys, shaders, etc equivalents into 
a list.

as they build up, i'll organize them in the Softimage waymodelling, 
animation, etc.

http://forums.autodesk.com/t5/Softimage-Workflow-Feature/Equivilents/td-p/4947514

hope this helps,

john

Sent from my iPad