The functionality of the tools are fine, (considering AD didn't build them)
as Angus advocates it's the implementation within the rest of Maya which is
bullshit, it is like navigating a sea of small islands for each tool you
might need. exhausting and confusing.

I also agree that Nex tools turn on and off for no reason, i'd add that
sometimes you actually have to turn them off so you can access operations
and modifiers else where in maya predating nex.

This said i am a big fan of the optimized side bar of Nex, which is
discreet and clean for the most part.

Another thing I've noticed is the lack of visual feedback for things like
lattice creation or deformers. some deformers it's impossible to know what
you will get before you actually Finnish applying the deformer.

Dicking around with the channel box in order to find the parameters of the
Mirror and weld tool, is not my idea of a good time

When you want a lattice in soft you see it actively as you modify it,
sometimes when i create a lattice i am not immediately sure how many spans
i am going to want, so it's a great benefit to be able to see a
representation on the fly, same goes for duplicate special, or importing a
mesh as an undoable action. The fact that by default there is no freeze
history button like in soft, a function you will be doing every 10 seconds
while modeling.

These are minor concessions which would make the workflow so much more
intuitive and user friendly.

There is a shocking lack of harmony between the old tools and the new.

And before it gives the golden Maya excuses:, "just create a button for it"
or "just make a script for it" or my favorit "it favors customizing the
user experience" i say No!

It isn't up to the user to patch up the experience.

Sorry that we always end up on the antipodes of each others positions
Graham.



*if you're a Maya users* well that kind of says it all Luc Eric. it would
appear my initial hypothesis holds true :P

Fuck forbid you ever question or experiment with the Maya UI, Clearly it is
a paradigm of perfect software interaction.




On 16 October 2014 14:00, Graham Bell <graham.b...@autodesk.com> wrote:

> 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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