You must be lying, Maya API is super, and don't forget it's open.
Le 16/10/2014 11:46, Sebastien Sterling a écrit :
Dry your eyes mate, we all hurt.
AD does not care about making Maya a good package for the individual,
they do not conceive of the necessity of people having to use it
outside the huge studio paradigm where 20 TD's and devs can "fix" it.
They are not a software developer, they have firmly demonstrated that
they are a software leaser.
There is no heat, no passion to create the best user experience, there
are only ZUUL (i mean quotas).
And that is effectively the crux of the problem.
They couldn't even integrate NEX properly, was talking to a maya
rigger friend recently, apparently the new modeling tools clash
horribly with the old, functionality unevenly spread over or
compensated, having you jump all over the UI. he blatantly said,
"forget about it they broke everything, what makes it good for rigging
and animation makes it bad for modeling. best wait for what ever new
package may come out, they will never fix this."
And always the bull shit excuse that these things take time and we are
integrating it as fast as we can stick with us.
That it takes 3 years (or moar...) to implement something like
bitfrost i can concede, it's bull shit but i can understand it, but
then why EOL the only other package in existence that has anywhere
close to the same functionality, before the bitfrost is completed.
Further more if it took you more then one year to integrate NEX, i'm
sorry but you have failed ! this shit is not rocket science to any
other dedicated software company.
Entering year 3 of NEX being in maya and it still not a paradigm that
functions on its own merits for modeling. that's 3 years to integrate
a piece of technology, that you didn't EVEN HAVE TO WRITE !"!!
But then again i suppose it took them more then 15 years to fix
rigging... ow wait what's that ? Ow yes that's right THEY didn't !
Instead They throw a new algorithm pinched from student papers every
fucking year. expect to see delta mush in the next release, a feature
develop by Rythum and Hues probably in 1998, and readily hand
replicated by users in maya houdini and softimage !!!
On 16 October 2014 09:48, skuby <sku...@gmail.com
<mailto:sku...@gmail.com>> wrote:
1. When, where and how is the Humanize Maya effort going (if at all?).
2. Has anyone made a dedicated effort to manually configure Maya's
hotkeys and or UI?
I took a several months long, extremely dedicated effort to make a
full jump back over to Maya, after years of being with Soft and
having left Maya behind for dead, and today I've finally had it,
enough is enough, it's just not going to happen without further
and very serious developments.
I am convinced, that a dedicated TD could fully work out the
process of mimicking Soft's sticky key system with-in Maya. The
interface for recognizing keypress down and keypress release is
already existing, however each command and tool would need to be
assigned a well thought out place on the keyboard as well as a
memory function script addended to each hotkey so that when it is
pressed and held, the previous tool being used is recorded, so
that after the mouse commands were entered (for splitting an edge
loop at a selected place on the model for example) that the key
can be released, and the last used tool or method was recalled
(for example immediately go back to working in multi-component
move mode). Aka, by default in soft, I can be in multi-component
tweak move mode, pushing and pulling around points, edges and
faces as if my geo were a sculpture, and then at any moment, hold
down the "]" key, click the mouse where I want to split in an edge
loop - immediately giving me a loop where I want it, clicking
again where and if needed to add further loops, and upon finally
releasing the "]" key, I am automagically and immediately brought
back to multi-component move mode where I can continue refining OR
whatever previous function I was using in some other case. This
entire sticky key system is possible, I believe, to mimic in Maya,
but it is a lot of work, and it is work unrelated to the direct
process of being an artist and making 3D worlds and inhabitants
and bringing them to life. In other words, it's a major
distraction for an artist to approach and would be better handled
as a sold separate tool that one could buy to accompany their Maya
installation.
I cannot seriously entertain a further continuation of using Maya
as a primary dedicated package without such a previously described
implementation developed -either internally via the Humanize Maya
project (which may be an effectively dead effort for all that I
know or can see) or externally via a sold separate plug-in
installer from a dedicated 3rd party. There are other severe
issues with Maya that I have but cannot even begin to
whole-heartedly address without the above considerations first
being fully solved. (aka The Unfold tool is far inferior in
function and usage, the new nodal base editor for Maya is far
inferior in it's presentation and use-ability, the ICE clone is in
a very early state of presentation and not a system worth
considering taking the time to learn vs ICE or Houdini, the
Hypergraph is far inferior extremely dated and totally cumbersome
by comparison, as well both the Attribute editor and Outline are
far far far inferior in usage after a very thorough examination
and comparison etc., etc., etc.)
Aka. Just installing Maya, and assigning loop split, point weld,
extrude and all of my other basic modelling functions to memorable
hotkeys, isn't cutting it and is slowly driving me mad since I am
really trying to take this full jump seriously. Even the familiar
F8 command to exit component mode and return to object mode still,
after 15+ years, sometimes inexplicably requires to be pressed
twice because it doesn't work properly the first time, and other
such oddities and confounding workflow complications (component
selection memory for example)....
Please someone advise me!!! For the time being I am going back to
Softimage full time for modeling, uv, rigging and animation and
relying on exporting (cleaning/completing the results as needed in
another package (like Maya) and then sending to game or external
render). This isn't a long term solution as it will continue to
decay and depreciate over the years moving forward, especially as
new tools and functions are released for other packages and
accessories (in particular brand new functions/tools that would be
best used in your primary package, aka. Softimage), however, I
don't have a choice unless I continue to allow Maya or it's
present day alternatives to drive me completely bonkers. A
serious solution is required, please advise.