Like having a team of players on steroids playing a football on minefield... you can and they are top of the class but better watch your step...
On Tue, Sep 16, 2014 at 9:36 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > There are good things, and bad things. You can certainly go with it, > countless movies and commercials prove it's possible, but you do have to > change mentality quite drastically as out of the box you get a much less > complete experience. > While the much vaunted open-ness of the platform discussed in a previous > thread is there and has its benefits, it also comes with a price. > > Personally I always liked the scene graph paradigm in Maya and with the > Node Editor now it's exposed relatively well even for authoring, and that's > certainly a plus and rather flexible. It also comes with a rather hefty > price in managing it though. > > @Enrique > My relatively limited experience with it insofar is that, if you know the > pitfalls and take due care, it's OK, but you do have to move very, very > slowly and possibly wrap a fair bit of functionality to make sure things > are usable, trackable and reliable. > > e.g. I found a nasty bug with some nodes (some of them rather important > ones) being mis-flagged and therefore being prone to deletion (partially > fixed in 2015 ext1 I'm told, haven't checked yet), and had I not wrapped > and secured around those, which requires locks and therefore interferes > with standard tools operations, it'd be a world of pain. > > Basically you have a half decent toolbox, but you have to put a lot of > blocks together to make something reliable out of it. > > On Tue, Sep 16, 2014 at 5:22 PM, Sebastien Sterling < > sebastien.sterl...@gmail.com> wrote: > >> Some day something will have to replace it, please god we can not keep >> going like this ! :( >> >> On 16 September 2014 07:34, Raffaele Fragapane < >> raffsxsil...@googlemail.com> wrote: >> >>> 1) Assets sort of work now. Studios aren't using them because very few >>> places are using recent versions of Maya, and they have been a buggy >>> disgrace for a while from what a lot of people who tried told me. >>> I've started testing them and so far so good, but it's a metric ton of >>> work to build around them. >>> >>> 2) It's not so much weaker, as much as it's not neatly organized. >>> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the >>> nodes that exist in a scene that don't correspond to the summation of all >>> nodes present in the assets imported. >>> A lot of places did just that (scanned the scene for that difference and >>> saved out the lot) for a long time, actually. >>> No, there isn't anything quite like delta, but the difference is >>> recorded in terms of nodes connected to a referenced asset. The contents >>> aren't always clear cut though, and there are quite a few nodes that will >>> behave buggily or get completely creamed out if added. >>> >>> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all >>> pervasive, and it generally writes and reads like the arse of a homeless >>> leper, and when prototyping has the agility of a brick on sandpaper. I >>> simply gave up on Python in Maya at this point to be honest and simply go >>> straight to C++ even for trivialities, with the exception of Qt/UI work. >>> >>> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero < >>> enriquecaball...@gmail.com> wrote: >>> >>>> Hey guys, >>>> I am biting the bullet and transitioning our pipeline over to Maya >>>> with the support of Fabric a lot of our RnD Development. >>>> >>>> I have a few questions that I can't seem to find concrete answers for >>>> that I was hoping you guys could help me out with, I know that this is a >>>> Softimage mailing list, but because of that I expect that you guys will >>>> have the context necessary to help me out. >>>> >>>> Here are my questions >>>> >>>> 1. Is there an equivalent to Models in Maya? How do they encapsulate >>>> rigs and assets? I have looked at the Assets feature that came out in Maya >>>> 2011 and there is some pretty impressive stuff in there, but it seems that >>>> none of the big studios are using that. Are the studios simply using >>>> Namespaces? Cuss that seems pretty horrible. >>>> >>>> 2. Referencing seems much weaker in Maya, I guess that there is no >>>> Delta. If not, where is the Delta information stored? My friend Daniele >>>> says that it's just nodes in the scene, and is saved with the scene. Is >>>> there no centralised menu or place where I can find the connections to the >>>> scene and the referenced object, basically... is there ANYTHING like a >>>> delta? >>>> >>>> 3. Is it worth me learning Pymel? I have started and it seems pretty >>>> easy to transition over. The syntax is actually pretty simple. But the >>>> studios that I'm talking to seem to all use the native Python integration. >>>> >>>> >>>> Thanks in advance for any information shared. >>>> >>>> best, >>>> Enrique >>>> >>>> >>>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >