I don't think that Leendert meant the SDK doc, but personally I'm more at ease with the Maya one and I love that full page index of commands vs the command index in the softimage. I also recall the softimage class SDK doc search also had a c# obsession in my days. ;) I do spent a lot of time in the Maya doc, including fixing some bits of it that are not clear to me when I find them.
On Tue, Dec 2, 2014 at 12:02 PM, Eric Turman <i.anima...@gmail.com> wrote: > Maybe it is the workflow of the documentation and how it is differently > organized. For example: > > Not being able to highlight a command in Maya and hit F1 like you can in > Softimage > > or Maya not having an equivalent to the SDK explorer like we do in Softimage > > Or perhaps that Maya's documentation is just a dump list of alphabetized > commands rather than a hierarchically structured hyperlinked description of > the objects and how they relate to each other > > Or the fact that there are several different API's (two for python) which is > confusing as heck for our programmer to deal with > > Or maybe that all of feels like a kluged conglomeration rather than a well > thought out cohesive system...whether or not Maya is or isn't is not what I > am commenting on...the fact is that is feels like it has been hacked > together. > > > On Tue, Dec 2, 2014 at 10:19 AM, Luc-Eric Rousseau <luceri...@gmail.com> > wrote: >> >> In my experience, everyone complains about documentation, and I've >> also read complaints about the Softimage documentation being terrible. >> I've been a customer of the Maya user guide, and I've found it good, >> what did you not find? What does a "overhaul" mean and what would it >> look like? I find the user documentation between the two products is >> very similar. > > > > -- > > > > > -=T=-