I don't think it is anything related to polictics, but there must be something 
wrong in the feedback between user and developer. 

Maya is a strong, flexible software, and used by a lot of top production 
houses, which have very strong R&D ability. I think they can easily write their 
own "shrinkwrap" deformer long time ago. I think Maya listen little from those 
individuals or small companies. Those feedback are really important to improve 
humanity of Maya, since those feedback are based on Maya delivered by AD, not a 
customized Maya. 

Shrinkwrap is so useful in both modeling and animation, I can't imagine that 
Maya dev team knows little about it. When I started to use Maya from very early 
version (around 3.0), I've asked if there would be such kind of deformer 
(finally we wrote our own). Until 2015, that deformer finally gets added to 
Maya. Is it that useless to you?

Maya's learning curve is steeper than other packages especially for those 
individuals and small teams. I've been using both Softimage and Maya for more 
than 10 years, and used to be the lead TD of a Maya-based studio. The most 
interesting thing is: after some time not using Maya (like 1-2 months), you 
will easily forget some operation. This seldom happens on Softimage. 
For Softimage, when I forget something, with a little memory and some human 
logical thought, I can easily pick it up. But for Maya, I have to obey Maya 
ways. 

So this thread is to help Maya to be more human. I have enough experience on 
both packages, and I can tell Softimage is indeed more artist friendly. 

Xiao-dong



-----邮件原件-----
发件人: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 代表 Brent McPherson
发送时间: Wednesday, April 02, 2014 5:24 PM
收件人: softimage@listproc.autodesk.com
主题: RE: 答复: Re[2]: March 28, 2014

Politics!? You obviously never worked in a large company before? ;-)

Do you seriously think that in a competitive market a company can/will sit back 
and drip out features as part of some evil master plan? Success can obviously 
lead to complacency (which is why competition is healthy/important) but a large 
product with a diverse customer base will also find it much harder to satisfy 
all their customers and the hallmark of good product management and leadership 
is knowing what to focus on.

Sorry, just getting tired of all this conspiracy bullshit.
--
Brent

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 01 April 2014 17:12
To: softimage@listproc.autodesk.com
Subject: Re: 答复: Re[2]: March 28, 2014

AD has always played politics with its upgrades, it's not about giving you the 
most efficient tools today, but releasing them in a slow staggered and 
incomplete fashion, so it takes several release and considerable investment 
before you actually get a functional addition to your workflow. they say it's 
so people have time to adjust to the change which is all so much commendable 
bullshit. Now and again they'll chuck a few sweets out when people get rowdy 
often followed by the statement "You SEE !!! we really do have your best 
interest at heart" or " WE really do listen to you !"
It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to 
name just a few.
and it's what they will do with bifrost, totting up every marginal update as a 
NEW feature. "New Bifrost! now with tear of Menus, Gasp !"
Most of these modeling enhancements such as the shrink wrap are things that 
could have been added years ago, but are only being added in recent releases. i 
refuse to believe that these sort of tools are that difficult to implement.
A lot of this shitty attitude hearkens back to the years of stagnation during 
the three package monopoly.

You might argue that ICE took several release to have the functionality it has 
today...
but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY
and realize that ICE offered considerably more in its first incarnation, then 
Bifrost will in even it's third iteration.



On 1 April 2014 12:52, Xiaodong Xu 
<xdx...@vip.sina.com<mailto:xdx...@vip.sina.com>> wrote:
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

Xiao-dong




发件人: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
主题: Re[2]: March 28, 2014

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting to learn what the most forthcoming option 
will be in the near future.
I hope with Modo 801 and Houdini 14 (or whatever next version) it will become 
clear enough where things are heading to, to make a (part time) transition.



------ Originalnachricht ------
Von: "Sebastien Sterling" 
<sebastien.sterl...@gmail.com<mailto:sebastien.sterl...@gmail.com>>
An: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Gesendet: 01.04.2014 12:29:36
Betreff: Re: March 28, 2014

"Maya is the best choice for character creators"
Why ?
What makes it so ?
You can do this in any number of DCC's, you can do it in max and softimage.
In maya you will have to deal with the worst skinning tools ever conceived, not 
to mention the myriads of scripts just to ensure contemporary functionality.
I don't understand this argument. specialy considering Maya's established roll 
as a studio tool, where the pipeline is broken up into fields. people using 
maya for generalist purposes is not the norm usually they stick to their fields.


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