10. Yes that works, thanks.

2015-02-05 10:08 GMT+01:00 Martin Yara <furik...@gmail.com>:

> Hi,
>
> Kinda busy right now so a quick reply.
>
> 10. I don't remember very well, but try Reference and disable shade.
>
> Martin
>
> On 2/5/15, julien carmagnac <carmagnacjul...@gmail.com> wrote:
> > Hi Martin, Thank you for your feedback.
> >
> > *3+*. +1 for double edges highlighting !
> > You reminds me that case of double edges that sharing their vertices.
> > I merge all double vertices but double edges still here. I need to use
> > cleanup tool to merge these edges.
> > Is this may have an interest or is it just a bug ?
> >
> > *10.* There is the "Template" option in the "Object Display" but in this
> > mode I can't snap anything to this object.
> >
> > 2015-02-05 7:26 GMT+01:00 Martin Yara <furik...@gmail.com>:
> >
> >> Hi Julien,
> >>
> >> A little feedback
> >>
> >> 1. I remap F8-F12 to 1,2,3 buttons because I don't use smooth as often
> as
> >> I use selection filters.
> >> You could create your own Marking Menu too.
> >>
> >> 3. AFAIK You can't change border edges colors, a simple but very useful
> >> SI
> >> feature.
> >> I also want double edges highlighting.
> >>
> >> 6. No, you need to code it or use someone else code.
> >> I use detatch and separate from someone on creative crash and edited the
> >> part where it deletes the original faces to work with a key modifier so
> I
> >> can keep or delete the original part.
> >> It doesn't work well if the object is not in under the scene root, but
> it
> >> does the work done, until I decide to write my own or find something
> >> better.
> >>
> >> 7. I don't think so, but I'm still using 2014 and I don't like that much
> >> MTK because of it's symmetry, not being able to use it with skinned
> >> objects
> >> or using any deformer, etc., for some reason I still don't know
> sometimes
> >> the highlight selection isn't accurate, and the Multi-Component auto
> >> seleciton is even worse. It looks like SI but in the practice it isn't
> >> close.
> >>
> >> It seemed cool at first though.
> >>
> >> Just like the Interactive Split Tool and MTK Multi Cut, they looked good
> >> at first, but most of the time I still use the old crappy prehistoric
> >> split
> >> tool. It sucks, but it is way more reliable.
> >>
> >> 10. With drawing overrides in your object's attributes.
> >>
> >>
> >> Martin
> >>
> >>
> >> On Thu, Feb 5, 2015 at 5:55 AM, julien carmagnac <
> >> carmagnacjul...@gmail.com> wrote:
> >>
> >>> Hello list !
> >>> I'm more a reader than a writer for now, but I want share my quick
> >>> experience (one week) on Maya.
> >>> It's a personal point of view and I'm curious to know your opinion
> about
> >>> it.
> >>>
> >>>
> >>> I like HotBox ! Relatively quick to access, probably not as quick as a
> >>> direct shortcut but can manage more quick tools with just a combo :
> >>> shorcut
> >>> + mouse move direction.
> >>> For now, I use it to select component (one of the more repeated action
> >>> during a day of work) but I have problem with its "context behavior" :
> >>>     - it doesn't select components of my current selection, but those
> of
> >>> the object under my mouse cursor.
> >>>     - get strange selection result (components of the first one) when I
> >>> use the "select all" command in a second time, with many objects in
> >>> component mode.
> >>> *1)* Why the hotbox component selection behavior isn't the same as with
> >>> the F8 to F12 keyboards ?
> >>> Is there a way to remove this "context behavior" ?
> >>> workaround :
> >>>       - F8 to F12 keyboards : I don't konw for you but just my own
> >>> opinion is that isn't easy to use (too far from "alt" navigation
> >>> keyboard
> >>> and need to look keyboard to select the good one)
> >>>     - alt + q + left click : ok but another shortcut just as a
> >>> workaround
> >>> and the layout of each button component aren't the same than the main
> >>> hotbox menu.
> >>>
> >>> *2)* "Channel Box/Layer Editor" window is not bad for a quick access to
> >>> last tool :
> >>>     - Is there a way to automatically expand the last input "operator"
> >>> when we select an object.
> >>>     For example when I create a cube, I need to expand (one clic) and
> >>> then tweak param of With, Height, etc.
> >>>
> >>> *3)* On preference option, we can highlight border edge, but is there a
> >>> way to just set a different color (ok ok like softimage I admit)
> instead
> >>> of
> >>> a not really elegant and visible strong edge.
> >>>
> >>>
> >>> *With Modeling Toolkit active :*
> >>>
> >>> *4)* A cool thing is the shift + translate to extrude edge, but it
> would
> >>> be good if that work with face too !
> >>>
> >>> *5)* With components, discrete mode (SRT increment snap : "J" on
> >>> keyboard) doesn't work on this mode.
> >>>
> >>> *6)* Is there a direct tool like the "Extract Polygons (keep)" in
> >>> softimage ?
> >>> Actually I need to :
> >>>     a) "Duplicate Face"
> >>>     b) "Extract Faces"
> >>> And that pollutes my outliner hierarchy with a group of 2 objects plus
> >>> one transform object.
> >>>     c) clean outliner hierarchy
> >>>
> >>> *7)* "Transform options" of the modeling toolkit :
> >>> YES really good to see and edit numerical local transform value of
> >>> component !
> >>> BUT is there a way to do some math operation like other text box ?
> >>> And it would be good to have this on the "ChannelBox/LayerEditor" (ok
> ok
> >>> like softimage too) to regroup a little bit all informations.
> >>>
> >>> *8)* Actually, snap tool must be activated before begin transformation,
> >>> it would be good if it can be activating during the operation (like
> >>> Softimage and probably other applications).
> >>> Small thing but can be really useful.
> >>>
> >>> *9)* The transformation ability of the text box may be expanded to more
> >>> "complex" operation like : 45+8/(45*4)
> >>>
> >>> *10)* With the viewport on shaded mode, is there a way to make an
> object
> >>> in wireframe, unselectable (like template) BUT "snapable" ?
> >>>
> >>>
> >>> Well, I see a lot of modeling tools and options that seems very cool
> and
> >>> very productive and I hope that maya can be more userfriendly in a near
> >>> future.
> >>> For now and before make my final choice of software I will continue
> with
> >>> Softimage.
> >>>
> >>>
> >>>
> >>>
> >>
> >
>

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