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 >>>>> >>>>> >>>> >>> >>