+ 1,000,000,000,000,000,000 (at least)

On Wed, Mar 19, 2014 at 6:47 PM, John Richard Sanchez <
youngupstar...@gmail.com> wrote:

> + 1
>
>
> On Wed, Mar 19, 2014 at 6:32 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Sorry Luce-Eric, I have to disagree with this, and I find your examples
>> defeat your own argument.
>> I have had years to develop muscle memory in Maya, and I'm comfortable
>> nearly anywhere in the software, at least everywhere I might need to be,
>> and it's still very frequently an uphill struggle.
>>
>> Maya is hugely inconsistent, especially in the views you mention,
>> compared to Softimage.
>> You can get to decent operational speed in Maya, but a double digit
>> number of years in I still have to write a script for something at least
>> once a week... when it can be written at all.
>>
>> The main problem is twofold. The first part is that Maya absolutely
>> requires you become a power user with an intimate understanding of the
>> choices and modes of operation to be fluid when working. There is no hints
>> to shortcuts, the shortcut editor is a mess, A LOT of absolutely key day
>> one stuff is simply not available in the interface (if you don't watch a
>> tutorial you will never find you need insert and x,c,v on a constant
>> basis), and in general it actively discourages exploration by being
>> punishing of any single mistake.
>> Comparatively speaking Soft is a lot more in your face and immediate.
>> Even if you don't know the software you can usually bumble your way around
>> into finding what you need and first develop knowledge of what's available,
>> and then developing muscle memory through simple repetition.
>>
>> The second part is developing muscle memory itself.
>> You're a UI guy, I'm sure you've read your literature on user experience,
>> learning patterns, conditioning and so on.
>> XSI will generally confront you with about four or five key interaction
>> models, and it hardly ever excepts them. Everything is a sticky key, every
>> menu unfolds and works the same way, every panel toggles and offers options
>> the same way and has functionality aggregated nearby that is generally
>> understandable and correlated by similar rules.
>> Conversely, Maya requires constant exceptions to learning.
>> Altering interaction, which should all be part of the same learning
>> group, is inconsistent. Some modifiers are sticky. Snapping is semi-sticky,
>> as in it sticks only if you enter snapping before you draw/drag, whereas
>> some things are completely non sticky, such as moving a pivot.
>> Menus are generally click through, unless you access them from the
>> hotbox, in which case they are, uselessly, hold-to-traverse.
>>
>> I could write you a long list, but my point is that while I do find
>> people being excessively contrary and biased, but can't blame them for it
>> given the situation, lets not pretend Maya's user experience is comparable
>> but different: it simply isn't, and there's work to do. Hopefully H-Maya
>> will go part or all the way to address it, but there are some very, very
>> fundamental issues that worked their way backwards into the actual
>> functional guts of Maya coming from its extremely poor, inconsistent,
>> frustratingly fragmented and arbitrary interaction model.
>>
>> The GUI itself is probably not even worth discussing in depth. I mean, no
>> arbitrary viewport arrangement after 16 years? F'in Seriously? And if you
>> want me to use the stupid buttons on the left you're not even providing one
>> with the left view vertical and a horizontal split on the right? Only the
>> opposite. Come on, Luc, get on it and fix that shit already :p You did
>> infinitely better work than this on XSI, bring it to Maya if you want
>> people to use and don't be dismissive of people's opinions by saying you
>> can only compare power-user experiences (beside the fact a Soft Power User
>> will run circles around a Maya one in nearly any task when it comes to
>> interaction).
>>
>>
>>
>> On Thu, Mar 20, 2014 at 1:45 AM, Luc-Eric Rousseau 
>> <luceri...@gmail.com>wrote:
>>
>>> None of these products are for newbies; we spent years learning
>>> Softimage. Sounds like you wanted to edit a history node, doing a
>>> procedural modification. You'd open the node editor or try the input
>>> section of the channel box. This is a first days stuff. We would probably
>>> not have had a render tree in XSI if we had focused on simplicity over
>>> power. And certainly not Ice. God you have to guess node name and search
>>> for them, are you kidding me. Even with classic simulation it's not always
>>> obvious to know what to select and when to call menu. There is all sort of
>>> stuff we just learn - the measure of usability is how well you can do more
>>> complex stuff once you know the basics
>>>
>>>
>
>
> --
> www.johnrichardsanchez.com
>



-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

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