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=-

Reply via email to