No one is actually thinking how much patching can Maya take? Adding more
and more on top of old core...
Frankenmayan


On Fri, Mar 7, 2014 at 8:17 PM, Meng-Yang Lu <ntmon...@gmail.com> wrote:

> Perhaps this is one of the features we should have AD take a look at.
>  Though I think clusters is the foundation that allows shapes in Soft to be
> so powerful.  Are we still decapitating heads in 2014?
>
> -Lu
>
>
> On Fri, Mar 7, 2014 at 11:14 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Bear in mind when dealing with shape work in Maya, and this is in
>> general, that anything outside of Soft is primitive, half arsed, and
>> generally painful.
>> In those regards (shapes) Soft was and will probably always remain
>> unbeaten. Prepare yourself for vast amounts of pain on every front. The
>> difference between -anything- and Soft is a gaping chasm.
>>
>> I know of some very large, very prominent shops that are known to NOT use
>> Soft that picked it up solely for that at times.
>>
>>
>> On Sat, Mar 8, 2014 at 6:11 AM, Emilio Hernandez <emi...@e-roja.com>wrote:
>>
>>> Another one.
>>>
>>> That I don't need to specify the blendshape node if there is only one
>>> blend shape node in that object, while I have other objects with blendshape
>>> nodes, each time I add a new blend shape to an object, if I have other
>>> objects with blendshapes nodes.  I need to specify to which blendshape node
>>> I want to add, even if the object that I want to add the shape only has one
>>> blendshape node.
>>>
>>> -------------------------------------------------------
>>> Emilio Hernández   VFX & 3D animation.
>>>
>>>
>>> 2014-03-07 13:07 GMT-06:00 Chris Covelli <ch...@polygonpusherinc.com>:
>>>
>>> I would be very happy to see Maya make their hypershade more like the
>>>> XSI rendertree.  The hypershade  feels like its "trying" to be node based,
>>>> but not quite getting it.  In XSI ou can see the ports and know instantly
>>>> how everything is connected, whereas the hypershade just has boxes with
>>>> lines between them.  Not very helpful if you ask me.
>>>>
>>>> Chris Covelli
>>>> http://www.polygonpusherinc.com/
>>>> http://exocortex.com/products/species
>>>> TurboSquid 
>>>> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>
>>>>
>>>>
>>>> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <luceri...@gmail.com
>>>> > wrote:
>>>>
>>>>> no UI way to open two outliners, however there is a splitter bar at
>>>>> the bottom of the outliner that you can drag to get two outliner
>>>>> panes.
>>>>>
>>>>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang <soni...@gmail.com>
>>>>> wrote:
>>>>> > Indeed there is:
>>>>> >
>>>>> > As MEL:
>>>>> >
>>>>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>>>>> >
>>>>> > This is because UI windows in Maya afaik are given specific names
>>>>> and you
>>>>> > cannot have two open 'viewports' which share the same name, so just
>>>>> create a
>>>>> > new one! And tear that off instead. And I agree, this should be part
>>>>> of the
>>>>> > default GUI, though right now I just save this to my shelf as a
>>>>> script and
>>>>> > increment the counter when I need a new one. :)
>>>>> >
>>>>> > Yours sincerely,
>>>>>
>>>>
>>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>

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