I rarely jump in like this, and I know I probably won’t convince you, but I 
must respectfully disagree with your comments about the modelling toolkit (NEX) 
in Maya.
It actually first appeared in Maya 2014 and has improved with each release and 
extension release since then. There’s some really good stuff in there now.


G

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 16 October 2014 10:47
To: softimage@listproc.autodesk.com
Subject: Re: Humanize Maya effort alive? or - Effective customization??

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.

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