You are right, that has been pretty much my experience in every Maya project I have ever embarked on, "Simon the ogre" wasted so much time because Maya rigging issues it was unbelievable.
Unless some sort of miracle I don't see any future with Maya or Max so effectively I am even more committed to finding better approaches to modelling and animation. It's a great opportunity too do let's see Jb Max is out of the question, so there is no option under AD roof. Sent from my iPhone > On 22 Mar 2014, at 11:52, Aleksa Orlov <aleksaor...@gmail.com> wrote: > > I don't like long-winded emotional eulogies. In the light of things, they are > a waste of time. I'm trying to figure out in what shape those two > abominations are now. > > I was watching this video https://vimeo.com/88391123 and although it was > impressive, one moment in particular pierced right through my ears and > exploded in my head. At around 20 minute mark he says: "We had a bunch of UV > errors, the shaders were wrong, so the night before delivery, i had to > reconstruct the entire shot from scratch." > > Now, I remember a situation we had when a fully rigged, fully animated > character in maya had to have some light modifications done to his topology > and UV's replaced. > > It. Was. Hell. > > I don't know how we solved it. I think a person got involved, black magic was > used, i clearly remember a goat missing, etc. Granted, this was long time ago > - 2007ish i think. But for all its faults, i never recall a moment when i had > to get up from XSI and flat out smash my head with a brick. I dread what lies > ahead because non-destructiveness is a really low level paradigm. I don't > feel the two alternatives we are being pushed into have the flexibility we > got accustomed to. > > Am i wrong about this?