On Sat, Feb 28, 2015 at 2:41 AM, Luc-Eric Rousseau
wrote:
>
>
> In Maya, it's the Shape node that contains the geometry, and the
> Transform node places it in the 3d word, with the additional twist
> that you can put multiple shapes under the same transform. I'm not
> really aware of any problem
Wasnt there talk of an asset store for ADMaya in the 2015 introduction
presentation, when they were hyping bit-froth with Marcus Nordenstam, then
someone jumped in the last 20 minutes and talked about how the maya asset
store is the future, and your credit card was the past.
On Fri, Feb 27, 2015 a
On 02/27/15 16:58, Cesar Saez wrote:
Shape nodes are not equivalent to operators but the
primitive itself (the parent of the operator stack with a P icon
on the explorer).
In the Softimage SDK we have access the primitive of an object
Shape nodes are not equivalent to operators but the primitive itself (the
parent of the operator stack with a P icon on the explorer).
In the Softimage SDK we have access the primitive of an object by calling
obj.ActivePrimitive, I guess the initial idea was to implement more than
one primitive pe
They, you know, Them,... They, as per definition, They know. They
always know. Somehow.
2015-02-27 21:14 GMT+01:00 Jeremie Passerin :
> The main difference between parenting in Maya and Softimage is the
> hierarchy scaling.
> http://www.softimageblog.com/archives/84
>
> be aware of that ;-)
>
Here it is with formatting (easier to make-out)
This is
probably helpful for anyone transitioning from
Softimage to Maya.
( by the way, never, ever ever ever, parent under
The main difference between parenting in Maya and Softimage is the
hierarchy scaling.
http://www.softimageblog.com/archives/84
be aware of that ;-)
On 27 February 2015 at 10:16, Leendert A. Hartog wrote:
> Artur Woźniak schreef op 27-2-2015 om 19:01:
>
> I,ll blame You now. They read this, You
Artur Woźniak schreef op 27-2-2015 om 19:01:
I,ll blame You now. They read this, You know.
So when exactly did "they" start reading a Softimage related list?
I was under the impression, that part of our predicament was that they
actually hardly ever did...
:D
Greetz
Leendert
--
Leendert A
Hahaha, great concept...
Sent from my Samsung device
psif i hear one more Maya guy say "there's a script for that", i may scream
back, "then why did you buy the software" :)
I,ll blame You now. They read this, You know.
Artur
Wysłane z iPhone'a
Dnia 27 lut 2015 o godz. 18:43 Mirko Jankovic
napisał(a):
just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to buy.
out of the box maya.
just wait when AD figures out that they can create asset store like Unity
have now and then most of the everyday uses you will got store to buy.
out of the box maya great nice looking grid in viewport. you wanna have
transform manipulator? go to asset store ;)
On Fri, Feb 27, 2015 at 6:04 PM
thanks Luc-Eric,
honestly, this all seems like a VERY important thing for me to
understand...(sets, groups, locators, hierarchy), but it seems difficult to
place these issues in analogous terms with Softimage, which to be frank, is how
I "know" 3d.
so i guess i just need to spend more time with
That vimeo video looks fine, but I can't make sense of the quoted
forum discussion below.
The video is telling that you Maya always "branch select", i.e. when
you pick a parent, the children are highlighted as well. So if you're
still modelling on the components, the whole branch will be enabled
f
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