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.
>
>



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