This is the Maya experience at its fullest, "Oh you can't do it like that, here's a script that solves the problem".
On Fri, Mar 14, 2014 at 2:59 PM, Siew Yi Liang <soni...@gmail.com> wrote: > Hello: > > Just wanted to offer, since the attribute speadsheet doesn't cover all > parameters, only ones that are actually available via the channel box, > knowing some quick maya commands (setAtttr) will help massively here: > > > import pymel.core as pm > > attr = raw_input('Enter attribute you want to set!') > val = raw_input('Enter value it needs to be set at!') > > for i in pm.ls(sl=True): > > pm.setAttr(i+'.'+attr, float(val) ) > > I have this saved out on my shelf, really handy for working with > lights/bones especially since they have so many parameters that can't be > seen via the channel box without exposing them manually. > > HTH in some small way! :D > > Yours sincerely, > Siew Yi Liang > > On 3/13/2014 6:44 PM, Raffaele Fragapane wrote: > > "So far, there are stuffs we swear at alot.... (like the unability to > change attributes on multi selected objects at the same time) What you > take as normal day to day operations in Softimage then fall into Maya, you > really understand you will miss something everyday. haha And the list goes > up. But there are also nice stuffs we find out. Every packages got it's > good and bad things." > > Just for the record, since it's not too far off topic, that to me is > symptomatic of another issue I see with people migrating. > The assumption that things can't be done when they are just done > differently (better or worse can be argued depending on case), and a > resulting reduced productivity coming from fighting a new platform instead > of embracing it. > > While I will be the first to tell you that "embracing" Maya will > frequently feel like hugging a giant llama turd, you won't get very far if > you try and steer it like you did Soft. > Where Soft has a greatly streamlined user experience relying on very few > contextual editors and many half-arsed ones that have been rotting on the > vines, Maya has a pleotra of dedicated workflows. > > E.G.: If you want multi-edit you use the attribute spreadsheet. The > attribute editor and its constant autoswitching culling the channel box > coupled with its inability to contextualize is horrible, but on the other > hand where Soft's spreadsheet is barely a remnant of the SOFTIMAGE|3D days > the AttrSS is functional. > > The notion that migrating from one software to another is just a matter > of finding the same levers that have been given different names is a > horrible, HORRIBLE populist notion in defense of the even more horrible > argument of old that Software doesn't matter. > Software does matter, and design philosophies differ massively. Don't try > to remap every little step of how you operate, it might be the path of > least resistance to learn a new software, but it will leave you crippled > and slow. Learn how the things differ fundamentally and use each one at > their best. > > >