Cheers Raff, was not aware of that plugin, that may become useful in the
future. :)


On 25 May 2014 06:07, Raffaele Fragapane <raffsxsil...@googlemail.com>wrote:

> For the record, unless you baked your own set of tools, NG skin tools are
> sort of a must and quite popular and we'll maintained.
> The out of the box experience is nothing short of atrocious.
>
> There are fundamental issues that need a considerable change or addition
> to data sets and editor UIs to get anywhere within a mile of Soft, and no
> amount of polish will deturd the default one, but NG beings it from
> masochism to somewhat bearable for those who can't write their way out of
> the bog.
> On 24 May 2014 04:42, "Sebastien Sterling" <sebastien.sterl...@gmail.com>
> wrote:
>
>> Skinning, my god fix the skinning ! it's not reasonable to have to
>> manually tick which bones you want or don't want to work on.
>>
>>
>> On 23 May 2014 19:23, Mario Reitbauer <cont...@marioreitbauer.at> wrote:
>>
>>> Luc you are still at AD right ?
>>>
>>> Would love to have an honest answer on that one. Is there any chance to
>>> get workflow improvement features actually beeing added into maya in a
>>> reasonable time if we report them ?
>>> Simple stuff:
>>> Flip muscle capsule (if you create your capsules out of a skinned mesh
>>> you gonna need that, no idea why it's not there)
>>> child- and constraint compensation
>>> viewport selection update (this is were maya rly feels clunky, when it
>>> comes to just selecting objects or components, if ur interested i would
>>> love to tell you why, but i guess you know)
>>> working with sets (remove object from set is only possible through
>>> diving into that hierachy in a graph ?)
>>>
>>> This and more are the things which drive me nuts. It's just the small
>>> things, not even features.
>>>
>>> So as long as artists are forced to write scripts for every single task
>>> (visibility toggle on a hotkey anyone ? who uses 2 different hotkeys for
>>> hiding and showing objects ?) I can't think of too many things which would
>>> make maya beeing faster in actual production.
>>>
>>>
>>> 2014-05-23 19:49 GMT+02:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
>>> is EmFluids also a fluids solver or more of a fire and smoke tool ?
>>>>
>>>>
>>>> On 23 May 2014 18:29, Matt Lind <ml...@carbinestudios.com> wrote:
>>>>
>>>>> Doesn't softimage have Lagoa fluids?
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>> -----Original Message-----
>>>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
>>>>> Rousseau
>>>>> Sent: Friday, May 23, 2014 7:54 AM
>>>>> To: softimage@listproc.autodesk.com
>>>>> Subject: Re: Maya strengts (anyone?)
>>>>>
>>>>> Fluid was missing from that list IMHO.. and it's not something we have
>>>>> in Softimage.
>>>>>
>>>>> On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog <
>>>>> hirazib...@live.nl> wrote:
>>>>> > Oh, I understand fully you can't compare without something to
>>>>> compare with.
>>>>> > ;)
>>>>> > My interpretation of many of the posts in this thread is that people
>>>>> > understandably still primarily compare it to Softimage. My question
>>>>> > was where its place was in this "post-Softimage" world.
>>>>> > Which is a tough (maybe even a silly?) question, I understand that.
>>>>> > But several posts have answered my question fully...
>>>>> >
>>>>> > Greetz
>>>>> > Leendert
>>>>>
>>>>>
>>>>
>>>
>>

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