Maya is the 'VHS of 3D'.

It's not that it was the best application for the job, but the fact is was just everywhere.
Than it became the 'standard'.

After 3 weeks of doing a project in Maya, I'm ready (again) to throw myself in front of a bus. My last experiences were with Maya 7/8 and most, if not all annoyances, gotchas and bugs are still there.

Rendering is still a confusing mess, but luckily we don't have to touch MR.
Unless you have to use XGen, and you find out it needs to be installed for XGen to work. Guess what? It's not in the default Maya installer anymore...

etc. etc. etc.

It will need at least 3-4 big updates to get it working more user friendly, or to not blow up in your face. We already had a ton of issues with reference files and non rendering scenes.
And this wasn't even a complex project.

Oh..... Always save the scene in .ma format. So at least you can open them up to fix some issues.

And.... there's always a script... somewhere....

Yup... long day... ;-)

Rob

\/-------------\/----------------\/

On 24-11-2015 11:26, Mirko Jankovic wrote:
well taht was / IS strongest point of Softimage for me as well.
With Maya I felt always on glass legs waiting when whole thing will go down crumbling and breaking. With SI I sometimes even do dirty fast work get things done more then half way then tweak and polish all the way back without much problems. With low budget and low time at hand it is hard to get things properly so going dirty fast way then polishing as much as time and budget allows works perfectly.



On Tue, Nov 24, 2015 at 11:19 AM, Gerbrand Nel <nagv...@gmail.com <mailto:nagv...@gmail.com>> wrote:

    +1 on what Matt said
    I spent a year in maya, and a year in houdini.
    For me it personally comes down to the following.
    Almost all things will initially happen quicker in maya,..... and
    then you start praying!
    You pray the client doesn't change anything!
    You pray you didn't forget anything in step 4 of your 15 step
    pipeline.
    AND ABOVE ALL YOU PRAY THE BASTARD DOESN'T BREAK.

    In Houdini on the other hand, I feel relaxed. I know I can
    probably change anything at any time without destroying anything,
    or re-doing too much work.
    This is the most important aspect of houdini most people overlook
    when they try it.
    I've seen a few people leave houdini after a few days, because
    they feel they can get the same thing done quicker in maya..
    They then see me leave... every day... at 5pm, cause my client
    changes took 2 hours while theirs will take the whole night.
    I know you said you mostly do animation and gaming. Houdini is not
    famous for animation, but to be honest with you, this is probably
    because most people who use houdini overlook the awesomeness of chops.
    Just look at this for a quick intro
    https://www.youtube.com/watch?v=tiaNyYnzEQM

    G



    On 24/11/2015 02:14, Matt Lind wrote:

        This really depends on how you fit into the game development
        side of the equation.

        I've worked on games in most genres and formats.  In my
        experience, game assets are typically very iteration heavy
        because they must remain live at all times (compare to
        Film/video assets which are mostly locked down once images
        have been rendered because you can't continually re-render the
        entire film).  It takes people time to make those revisions,
        which is the most valuable resource and also the most mismanaged.

        I steer towards iteration friendly workflows as iteration
        tends to be the #1 time/money loss in game development art
        pipelines.
        It's almost a guarantee any game asset will be revised, and
        revised many times - especially if the engine and other
        underlying components of the game are not settled.  Iteration
        is often overlooked as a factor when evaluating software and
        making schedules. Too often people focus on trivial details
        such as number of mouse clicks or creating asset version 1,
        when instead they should be focused on the 500+ revisions that
        come later.  If iteration is heavy in your pipeline, consider
        Houdini.  What you give up in playback speed or other things
        you take for granted, you can earn back on the reduced
        iteration factor.

        Don't worry too much about who has plugins for getting stuff
into an engine as all the major players have that capability. And even so, many studios opt to write their own exporters
        because they need support for features not included in the
        plugins.  Instead, focus on reliability over the life of the
        product, not just the current version being demo'd by the
        sales guy. Remember, you'll have to update your DCC at some
        point.  If it must rely on multiple service packs every
        release to get right (or merely usable), what message does
        that send?  Think about how that affects production during
        crunch time.  Also think about the opposite - do you have the
        option of riding a particular version without being forced to
        update?  It would really suck to be forced to update into a
        regression of an important feature.


        Matt






        Date: Mon, 23 Nov 2015 13:31:20 +0100
        From: Daniel Kim <danielki...@gmail.com
        <mailto:danielki...@gmail.com>>
        Subject: Have a question an alternative tool
        To: "softimage@listproc.autodesk.com
        <mailto:softimage@listproc.autodesk.com>"

        Hey guys.

        I just like to ask if you guys found 3D software as
        alternative tool.
        I am also looking for a software, but it is hard to decide
        one. What I am
        doing is mostly animation and game works, not motion graphic
        or simulation
        stuff.

        So far MODO seems nice, but many colleagues suggest me
        Cinema4D. I also
        like to know what you guys chose. If you guys also can put
        short comment
        what is good about that software, that will be thankful.

        Cheers
        Daniel

        .



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