+ 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/>