while a lot of those things can be worked around or simply written, the
lack of a property and parameter entity in Maya will have you up walls.
Attributes can only be owned by nodes, and the sort-of-quasi-workaround of
character set will cuase early baldness in any person trying to use it.

BTW, if you plan to use Maya go on the small annoying things site RIGHT NOW
and start up-voting the Softimage sensitive issues (proxy params is there,
as is the lack of some fundamental nodes etc.).


On Sat, Mar 8, 2014 at 7:05 AM, Eric Turman <i.anima...@gmail.com> wrote:

> **Workgroups *(Maya's  plugin manager..ugh what a mess)
> **GATOR *(I've had Maya users nearly go into a seizure of disbelief when
> I've shown them GATOR in the past)
> **Stacks: Model, Shape, Animate, Secondary shape etc *(so useful to be
> able to partition operations for freezing etc.)
> **non-destructive adaption of modeling work through shapes weights etc.* (when
> a client wans a change....man this has been a lifesaver in Soft all these
> years)
> **non-layer approach to dealing with hierarchical inheritance of
> visibility etc* (hide parent in Maya, the whole branch get hidden...wait,
> whut? dumb dumb dumb dumb dumb...yes I know layers...not clean when
> temporarily hiding things while working)
> **Delta referencing with internal and external aspects *(the ability to
> spit aspects of internal and external referencing is amazingly powerful)
> **Constraint Comp *(Maya, why you hide your offset after initial
> constraint?!?!)
> **Neutral pose *(I know that I'm going to get some flak for this one and
> that buffer nulls...erm locators...work but Neutral pose when used
> correctly is wonderful)
> **Proxy Parameters* (so nice for the animators not to have to hunt and
> peck like on Maya rigs)
> **Pass & partition* (instead of the ridiculous render layers)
>
> ....I know that I'm missing a bunch, but that's a quick fire off the top
> of my head. I am not looking forward to using it again. I spent 5 years
> trying to embrace it and it was like cuddling with a porcupine back in the
> stone ages. But I will have to deal with it once more.
>
>
>
> On Fri, Mar 7, 2014 at 1:59 PM, Meng-Yang Lu <ntmon...@gmail.com> wrote:
>
>> This is a possibility with Fabric Engine in the mix for super speed.
>>  Here's hoping.
>>
>>
>>
>> On Fri, Mar 7, 2014 at 11:55 AM, Francisco Criado 
>> <malcriad...@gmail.com>wrote:
>>
>>> Why not to rename xsi.exe to maya.exe and change the starting screen?
>>> that could be very easy implemented, and voila! all softimage tools and ui
>>> in maya :)))))
>>>
>>>
>>> 2014-03-07 16:50 GMT-03:00 Raffaele Fragapane <
>>> raffsxsil...@googlemail.com>:
>>>
>>> I think the core issue here isn't as much whether Maya can be patched or
>>>> not, it surely can, the core is still functional and respectably open, if
>>>> not without issues (and stability has been degrading compared to the past
>>>> IME).
>>>>
>>>> The problem for a lot of people used to Soft is how much scavenging and
>>>> patching they will HAVE TO do before they are even remotely close to having
>>>> previous functionality.
>>>>
>>>> For the small scale Maya user, so leave us engineers and big shops out,
>>>> having to scavenge for scripts and tools and hacking together horrible
>>>> copy'n'paste MEL macros is part of the day to day routine, even for things
>>>> such as opening more than one outliner. That's why it's perceived as
>>>> inferior by a lot of Soft users.
>>>> We can discuss potential all day, and there are certainly things I can
>>>> do in Maya that Soft will simply not allow me to do, but in terms of OOTB
>>>> experience it is pretty F'in disgraceful with all the missing bits.
>>>>
>>>> Rabbit's Shapes plugin and ngSkinTools are bare minimum additions to
>>>> even be able to use it, along side a handful of shelves (Maya's layout is
>>>> another disgrace that requires a lot of old school hacking) that you'll
>>>> have to scavenge from all over the place.
>>>>
>>>> You also have to toe the line between what you can rely on and what you
>>>> can't.
>>>> Maya has a binary lock on versions, so any new major release, and in
>>>> two recorded cases even the .5s, it breaks binary compatibility.
>>>> Soft users take for granted that most C++ plugins and nodes written
>>>> four years ago and never touched again will still work. There was some
>>>> pretty major upset when for the first time a version or two ago some ICE
>>>> fixes "broke" the majority of nodes into requiring recompilation. This is
>>>> par for the course in Maya, compiled anything will NOT work on any major
>>>> version other than the one it was compiled for.
>>>>
>>>>
>>>>
>>>> On Sat, Mar 8, 2014 at 6:36 AM, Meng-Yang Lu <ntmon...@gmail.com>wrote:
>>>>
>>>>> I've always felt Maya's core performance has been relatively good
>>>>> compared to others.  It is incredibly extensible and can maintain some
>>>>> really good performance.  The problem that Maya has is having the various
>>>>> components exchange data between each other.  Essentially, every node in
>>>>> the scene is holding each other's hand always.  These no easy way to hold
>>>>> up data to prevent all the nodes from updating when you make a change.
>>>>>
>>>>> It boils down to how cleanly you can implement these features.  There
>>>>> are some legacy things that could go, obviously some complete reworks, but
>>>>> development for Maya is a lot more straight forward than Softimage.
>>>>>
>>>>> My only gripe is that as you build tools for Maya, the plug-in manager
>>>>> gets incredibly messy.  Looks like a vomit of ideas over the past 10 years
>>>>> and no search function.  And it kinda needs all this garbage to function.
>>>>>
>>>>> House cleaning is definitely in order.
>>>>>
>>>>> -Lu
>>>>>
>>>>>
>>>
>>
>
>
> --
>
>
>
>
> -=T=-
>



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