Dare I ask the issues with Maya Muscles?
On 1 April 2014 10:25, Raffaele Fragapane <raffsxsil...@googlemail.com>wrote: > For the record, I would probably chew on broken glass, lead, salt and > lemon mixed up before I'd use Maya's muscle system. > Of all the OOTB things Maya offers very few are truly stellar in my > experience, possibly none, and only a handful total are actually nice and > useful. > For a while nCloth was one, in example, and compared to XSI's lack > thereof, paired with several other things, it contributed to the feeling of > old that Maya was more open AND, however wonky, had more canned tools as > well (fluids, cloth, muscles etc.). > > Very few of those stood the test of time. > > > > On Tue, Apr 1, 2014 at 8:00 PM, Jordi Bares <jordiba...@gmail.com> wrote: > >> May be the status quo but don't fool yourself, animators don't tend to >> need much other than a good rig and toolset around and decent performance, >> I don't think it is a defining factor and here at Realise we have tested it >> in production yet again. >> >> With our latest project we animated using Maya for a number of good >> reasons at the time (service provider using maya, rigger available, >> animators available, tracking guys needing licenses) and I will regret all >> my life. >> >> The amount of paint inflicted on us because of Maya instability with >> muscles (major bugs there), or an extremely painful manipulation tools to >> create corrective shapes and poses, or substandard toolset for animators >> (yes, I am talking ATOM here) made yet another scar on my skin. >> >> To be honest, before animation we were 3 weeks *ahead* of schedule, when >> we finessed animation we ate that advantage so you tell me if it is the >> least problematic animation tool and I have a nervous laugh every single >> time. >> >> The good news is that I saw it coming and prepared myself for it so the >> situation was correctly managed (we extended everybody 1 more week too >> which btw means $$$) and we got out of it without affecting the quality of >> the project. >> >> Sorry to be negative here, Maya may be the standard and as such >> unavoidable, but like someone else on the list said, it is like making love >> to a cheese grater. >> >> jb >> >> >> >> On 31 Mar 2014, at 22:47, Raffaele Fragapane <raffsxsil...@googlemail.com> >> wrote: >> >> Currently Maya is the one that involves the least problems with >> animators, and it has OK rigging facilities and is expansible enough to >> cover what gaps are left. >> >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >