Yes! Agreed! -----Original Message----- From: Tim Leydecker [bauero...@gmx.de] Received: Thursday, 27 Mar 2014, 6:49AM To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com] Subject: Re: humanize Maya, SOFT top 5
Can I trade the MMB functionality against the "M" key workflow? Personally, I don´t use MMB much because when modeling, I will usually resort to using either the "M" key or rick-clicking to access polygon operations. Sliding a component (selection) around on a polygon surface is a wonderful feature in Softimage. I would say that using a combination of variations of the M key settings, add edge, and extrude is covering 65% of my work for modeling, with a Split Edge (with split control) here and there. I tend to model my bevels due to legacy shortcomings in tools. A good 15% is the ease of using "U"/"T"/"E" with raycast perference options that prevent selecting unwanted (backfaced) areas. 10% is viewport interaction. Tumbling around and view modes. 10% is unfold3d. (It´s a lot more this brings but it´s become so easy :-) Using wheighting edges in subD models I refuse to use until it is consistenly supported in something as reliable as a blank *.obj format in any other app available. There´s no point in wheighting a (subD style) edge hardness when you realize you can´t import/export it anywhere like that. Cheers, tim P.S: Merging vertices in Maya is nicer, with it´s treshhold options. On 27.03.2014 00:45, Luc-Eric Rousseau wrote: > We are keeping MMB Repeat under consideration for Maya, thanks all for the > feedback. > > On Wednesday, March 26, 2014, Matt Lind <ml...@carbinestudios.com > <mailto:ml...@carbinestudios.com>> wrote: > > I fully understood what your post was about, Luc-Eric. > > What I stated is what many users here liked MMB upon learning about it > as, other than myself and one other person, nobody had used Softimage before. > They had all come from > 3DSMax and/or Maya. Many of them have commented they wish the MMB > feature was in Maya as it's simple, intuitive, and saves repetitive work > freeing up a spot or two on the > keyboard for something else. While you can use 'g' in Maya, it's not the > same as MMB in the menus as each menu can have its own history remembering a > different command whereas > 'g' can only remember one command - the most recent. That's important. > Users here have a mentality burned into their skulls from those other > software that they have to make > lots of keyboard shortcuts and toolbars to get anything done. > Introducing something like a MMB is a revelation as it's both simple and > powerful. > > What should also be conveyed is that when artists feel like they have to > make lots of keyboard shortcuts and toolbars, they often tend to start > dabbling in scripting to make > those customizations. Artist code tends to be a frequent cause of fires > I have to exterminate and generally a waste of my time as a TD. If artists > have these nice UI workflow > touches such as MMB to repeat, they're less inclined to write crappy code > which means fewer fires to fight and more focus on productivity not only for > the artists, but also for > me as it allows me to spend more time focusing on writing tools which can > provide bigger impact than quickie buttons. > > > Matt > > > > > -----Original Message----- > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric > Rousseau > Sent: Wednesday, March 26, 2014 12:25 PM > To: softimage@listproc.autodesk.com > Subject: Re: humanize Maya, SOFT top 5 > > On Wed, Mar 26, 2014 at 3:00 PM, Matt Lind <ml...@carbinestudios.com> > wrote: > > Here at Carbine, users like the MMB to repeat a menu command. It's > popular. They're not as fond of tear off menus. They don't hate tear off > menus, but given the choice > they'll use a custom key as 1st option, custom toolbar as 2nd option, and > tear off menu as last option. The issue being that tear off menus don't > allow for customized menus. > You only get the existing menu structure in a different place. > > > > What users want is clutter free and minimal effort to execute commands > or a series of commands. Tear off menus are good for situations where the > entire menu is a custom > menu of commands like a custom toolbar would be, and the commands in that > menu are very closely related to the task at hand. If the menu is full of > built-in commands, they're > less liked because usually the user only cares about one or two tools in > the menu but is stuck having to take all of them as part of the package deal > resulting in clutter. For > example, go to the property menu and you have entries for visibility, > display, etc..., but also a lot of unrelated tools such as rendermap or > gator. It's a very tall menu but > the user only wants 3 or 4 items out of 30. If tear off menus allowed > individual items to be torn off and merged into a toolbar, then that would be > ideal. > > > > Implementing MMB to repeat a command in a menu would be a popular move. > > that's OK, but that's in Softimage. The bit that's not obvious is > whether someone using Maya needs a MMB, that's what my post is meant to be > about. > In Maya, you can even hold shift+ctrl while selecting a menu to make it a > button the shelf. (Doing the same thing in Softimage would be a > pain) You'll be working differently, have different reflexes. > > BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. Information about the accessibility of University buildings can be found on the BU DisabledGo webpages [ http://www.disabledgo.com/en/org/bournemouth-university ] This email is intended only for the person to whom it is addressed and may contain confidential information. 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