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!
>

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