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! >> > >