Well easy solution for this one at least ;) For the old maya folk keep everything like it is. For everyone who don't want to get brain fucked do it like this: If nothing is selected and you call the parent constraint as example a pick session starts with a tooltip what to select.
Problem solved. Old maya guys are happy, and new maya users don't need to brain fart. 2015-02-19 18:09 GMT+01:00 Mirko Jankovic <mirkoj.anima...@gmail.com>: > a big error in poster. it is at end of life but not at end of USEFUL life > :) > and while ppl spills tears and going bold with tearing up their hair > working in maya.. some of lucky ones are swimming in beautiful waters of > SI... > shark here and thre is nothing compared to piranha and other monster > infested waters of maya. no thank you! :) > > On Thu, Feb 19, 2015 at 6:00 PM, Eric Turman <i.anima...@gmail.com> wrote: > >> http://i.imgur.com/eOh7l6i.jpg >> >> >> >> On Thu, Feb 19, 2015 at 10:37 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] >> <j.ponthi...@nasa.gov> wrote: >> >>> Maya selection order has always been like this, all over the app. But >>> it’s even more confusing than you may already be aware. >>> >>> >>> >>> What if I select a sphere, then a curve second, and attach to motion >>> path so the sphere constrains to the curve. But, if I select a sphere, then >>> a curve second, and constrain point the curve constrains to the sphere? >>> What the…! Why isn’t the context the same? Why isn’t the directionality the >>> same? Why do I have to spend time thinking about this before I do each >>> procedure? Is it source -> target, is it target -> source, or is target-> >>> …..? >>> >>> >>> >>> Huh….what’d you say?…. What?! I can do what! Oh geez!.... no……, You’re >>> telling me that the attach to motion path has no context? You can select >>> either one first and it doesn’t care? I’ve been deceived into thinking >>> directional context mattered for over a decade because it makes more sense >>> to select the object first and the path second? You know, source -> target, >>> start -> end, throw -> catch, 1->2? But the context for constrain is rigid >>> you say? The context for attach to motion path isn’t rigid? Really? And >>> constraints work by the throw doing the catching? 2 is first and 1 is >>> second? Source receives and target sends? >>> >>> >>> >>> These contradicting behaviors have been there for so long I doubt anyone >>> can tell you why they are this way. Add to that the fact that Maya is >>> largely used in teams that are task centric, I’d argue its possible that a >>> lot of people who use Maya have hardly noticed what the generalist who is >>> using every part of the app will notice. >>> >>> >>> >>> For the record I complained to AW mightily, about many of these >>> inconsistencies you are observing, back in the late 90s. I always got the >>> sense they were so deeply invested in the meat and bones of the algorithm >>> or giving the core interior of the application more functionality that they >>> just did not have interface issues on their radar. >>> >>> >>> >>> The Humanize Maya folks have a significant amount of work ahead of them…. >>> >>> >>> >>> -- >>> >>> Joey Ponthieux >>> >>> __________________________________________________ >>> >>> Opinions stated here-in are strictly those of the author and do not >>> >>> represent the opinions of NASA or any other party. >>> >>> >>> >>> *From:* softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mario Reitbauer >>> *Sent:* Thursday, February 19, 2015 8:23 AM >>> *To:* softimage@listproc.autodesk.com >>> >>> *Subject:* Re: Maya thinks they're clever....and that's the problem >>> >>> >>> >>> Cause we are bitching about maya. >>> >>> >>> >>> Could a maya dev explain me why I have to select child and then parent >>> if I want to parent something but I have to select parent and then child if >>> I want to use a parent constraint. >>> >>> >>> >>> Makes my brain saaaaaaaad. >>> >>> >>> >>> 2015-02-19 14:10 GMT+01:00 Gerbrand Nel <nagv...@gmail.com>: >>> >>> Hahahah bitches, my maya hell is over tomorrow.....untill further >>> notice >>> G >>> >>> >>> On 19/02/2015 13:26, Laurence Dodd wrote: >>> >>> "I can feel my mental health being eroded by having to "use" maya. >>> Selecting things is making me want punch things. Thankfully this isn't >>> permanent and i can go back to normality sometime next week. >>> >>> >>> >>> >>> >>> and breath....." >>> >>> >>> >>> I'm in exactly the same position Andi, two weeks for me, it's like like >>> Christmas is around the corner >>> >>> >>> >>> On 19 February 2015 at 10:24, Andi Farhall <hack...@outlook.com> wrote: >>> >>> I can feel my mental health being eroded by having to "use" maya. >>> Selecting things is making me want punch things. Thankfully this isn't >>> permanent and i can go back to normality sometime next week. >>> >>> >>> >>> >>> >>> and breath..... >>> >>> >>> >>> ------------------------------ >>> >>> Date: Thu, 19 Feb 2015 20:50:49 +1100 >>> Subject: Re: Maya thinks they're clever....and that's the problem >>> From: raffsxsil...@googlemail.com >>> To: softimage@listproc.autodesk.com >>> >>> >>> >>> Didn't Autodesk ACTUALLY buy something virology or pharmacology related >>> recently? Vague memories of some scary piece of news. >>> >>> On 19 Feb 2015 12:12, "Bradley Gabe" <witha...@gmail.com> wrote: >>> >>> Sorry John, you didn't hear. I fixed Ebola a while ago. However, >>> Autodesk bought out the technology and has discontinued it in favor of only >>> supporting their Hanta virus cure. >>> >>> >>> >>> No worries, if you do contract Ebola, you can just use the Hanta >>> treatment. Granted, it doesn't effectively treat Ebola, but a virus is a >>> virus. >>> >>> Sent from my iPhone >>> >>> >>> On Feb 18, 2015, at 2:01 PM, john clausing <jclausin...@yahoo.com> >>> wrote: >>> >>> >>> i feel absolutely comfortable blaming Brad.....not just for the "cool >>> names", but for virtually everything. >>> >>> dangit Brad.....why haven't you fixed Ebola yet >>> >>> >>> >>> sheeesh >>> >>> On Wednesday, February 18, 2015 2:54 PM, Ed Harriss <ed.harr...@sas.com> >>> wrote: >>> >>> >>> >>> You know all those “cool” names? >>> >>> Well, it’s Brad’s fault. (Isn’t it always?) >>> >>> >>> >>> Long live Outliner Cheese and Directed Acyclic Monkeys! >>> >>> >>> >>> >>> >>> Ed >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> -- >>> >>> *Laurence Dodd* >>> *Porkpie Animation* >>> >>> E: laure...@porkpie.tv >>> W: www.porkpie.tv >>> M: 07570 702 576 >>> T: 01273 278 382 >>> >>> >>> >>> >>> >> >> >> >> -- >> >> >> >> >> -=T=- >> > >