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 M
t; ------------------
> 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 a
g, 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 Ma
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
; 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
covered 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
> Subjec
in 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
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 d
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 Sof
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 wo
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
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 o
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, 201
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, A
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
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
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
>
17 matches
Mail list logo