This has been pretty much my only "um..." regarding ICE. It seems to be like a (powerful) local black box that is related to one object. I know that an ICE graph can actually get and set data to multiple locations, but in some cases, one needs to jump through hoops (for example, it's difficult to read-write data from other ICE graphs... or at least, not straight-forward). In Maya, everything is part of the scene graph, so its a lot easier to read/write data, and find all related operations to a certain node.
However, Maya has to have the worst node editor I've ever had to touch. I would definitely not want to see something like that in Softimage (or anywhere else for that matter). Every time I try to use it, it makes me want to kick puppies, and come back flying to the Hypergraph. I much prefer the ICE UI/workflow (I'd just like it more if it was "global") and Modo's Schematic View (by orders of magnitude).


On 08/01/2014 5:00 PM, Eric Thivierge wrote:
Yeah, ICE could do that if they keep pushing it... maybe? Though I think it's pretty black boxed in terms of just having the high level access to objects, not the underlying nodes.

A Node Editor like Maya plus exposing more of the internals in the Scene Explorer would be something to look at if this ever gets any attention.

@Emilio, we need this in Softimage as well!

On Wednesday, January 08, 2014 4:58:03 PM, Emilio Hernandez wrote:
Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not....

;)  Just fueling the fire!




2014/1/8 Eric Thivierge <ethivie...@hybride.com
<mailto:ethivie...@hybride.com>>

    Just because I want to fuel the fire, I'll toss in that while the
    workflow in Maya is quite flawed out of the box, you can get to
    more internals of the scene graph and manipulate it than we have
    in Softimage.


    On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

        Bravo! Bravo!! :) I echo your exact sentiments, David (though
        my own
        credentials are puny by comparison.)

        The operator stack should be permanently on the box as a "hot
        feature". We all take it for granted all the time, but
        seriously it's
        one of the best features in Soft.



        On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron <car...@gmail.com
        <mailto:car...@gmail.com>
        <mailto:car...@gmail.com <mailto:car...@gmail.com>>> wrote:

            thank you! thank you! thank you!... i knew i wasn't crazy
        thinking
            rigging in maya is a PITA!


            On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
            <davegsoftimagel...@gmail.com
        <mailto:davegsoftimagel...@gmail.com>
            <mailto:davegsoftimagelist@__gmail.com
        <mailto:davegsoftimagel...@gmail.com>>> wrote:


                I rigged on quite a few characters in Maya at Blue Sky
        Studios
                and now (Softimage) AnimSchool. We offer the well-known
                "Malcolm" rig for free.

                There is no comparison to rigging in Softimage and
        Maya--not
                the kind of rigging I do. I often assume by now they have
                better workflows in Maya, but I'm often surprised to
        find how
                convoluted and limiting the workflows are to this day.
        Most
                Maya people must not know there are better ways of
        working or
                aren't doing the kinds of things I am, because the
        difference
                is profound.

                -At any point in the rigging process, you can make
        edits in
                the model stack to change the shape and topology of
        the model.
                After experimenting, you can freeze that part of the
        stack and
                continue on with that new shape, retaining almost
        every bit of
                work you've done.
                YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE
        FREELY.
                This difference is huge. You can work toward completion
                without fear of losing work. You can experiment
                freely--knowing it's fine if you want to make a major
        change.
                I'm never afraid of losing blendshape work.
                And if the changes are really significant, you can always
                Gator you're way out of a jam.

                -You can do blendshape edits directly on the geometry,
                modelessly, instead of on a separate blendshape object.

                -There is no comparison with corrective blendshapes. In
                Softimage, you go to Secondary Shape mode and drag a
        few points.
                In Maya, I wish you luck. You can install one of several
                plug-ins and scripts and HOPE that it works. If the
        scenario
                is simple enough, it might.
                Several people here tried to help a student make a single
                corrective blendshape on an elbow -- and we're all
        experienced
                Maya riggers. After hours of attempting, we threw up our
                hands. There was something in that object's history
        that was
                making the blendshape plug-in fail. The answer is what it
                often is: just start over.
                -EDITING corrective blendshapes. In Maya, heaven help
        you if
                you want to edit that blendshape later. Start the process
                again and make a new one. In Softimage, drag a few
        points and
                you're done in seconds.

                -For facial work, being able to make face shapes in
                conjunction with the mixer, working directly on the
        main geo.
                To see other shapes muted, soloed as you're working. This
                allows you to craft shapes that work for different
        scenarios,
                with just the right falloff. You can make correctives for
                shape combinations quickly. In face work, it's all
        about how
                the functions combine to make the range of expressive
        results.

                -The envelope weighting is far superior. The smoothing
        is just
                better, and more reliable. Negative weight painting
        actually
                works.
                Being able to make sophisticated weighting allows you
        to make
                lighter rigs, because fewer nodes and calculations are
        needed.
                I can't believe someone actually compared Maya's Component
                Editor to Softimage's Weight Editor. I'm stunned.
                Sometimes, demoing Maya's envelope weighting, it just
        stops
                working for no reason -- I have no idea why. (Mind
        you, I've
                been rigging in Maya since 1999.)

                -You can envelope/skin null objects, not just joints.
        (Yes,
                Maya will let you add other objects as deformers but it is
                limiting and causes problems.)

                -The tweak tool. You can grab anywhere and it will
        just get
                the nearest point/edge/poly and transform it
        precisely. Add
                the proportional editing and it's very sculptural without
                giving up precise transform control. I far prefer this
                workflow to the Zbrush approach geared toward
        paintstrokes.

                -In Softimage, you can change the wireframe on shaded
        opacity.
                You can change the point sizes. These mean I can
        visualize and
                work with the shape, not get visually stuck on the tech
                clutter like in Maya.

                -LinkWithOrientation. Does Maya have anything built-in
        yet? I
                know there are pose readers out there, but they are
        slow and
                3rd party.

                -The "smooth preview" Geometry Approximation is better,
                faster, and more stable in Softimage.

                -Even with the army of tools and plug-ins we had at
        Blue Sky
                Studios, I would still much rather use off-the-shelf
        Softimage.

                -You can select controls without selecting (and
        highlighting)
                all its children. This makes it easier to animate the
        rig --
                just drag selecting will get you the selectable
        controls. In
                Maya, drag-selecting gets a mixture of heirarchy parts.

                All this means that I can focus on the ART, the
        shaping of the
                rig, not jump through hoops all day.
                As a result, our characters are more flexible and
        expressive.







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