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 M

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

2014-04-22 Thread John Richard Sanchez
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

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

2014-04-21 Thread jim bough
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

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

2014-04-21 Thread Sebastien Sterling
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

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

2014-04-21 Thread Graham D Clark
; 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

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

2014-04-20 Thread Eric Turman
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

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

2014-04-20 Thread jim bough
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

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 d

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

2014-04-20 Thread Sergio MuciƱo
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

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 wo

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

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 o

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, 201

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, A

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

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

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 >