That's the attitude... What happened to this list? It used to be so good :( On 27 Jan 2016 7:09 am, "Sebastien Sterling" <sebastien.sterl...@gmail.com> wrote:
> "Ctrl/Alt/S will automatically increment and save. It’s a really useful > feature." > > > Same as Mudbox, yes i know. > > > > "I also recommend: > Preferences->Settings->Files/Projects->Autosave" > > As great a source of system crashes and file corruptions, as of actual > legitimate saved situations. i've had to disable it in the past as it would > crash on every routine backup, as there was some plug-in it didn't like, or > the sky outside wasn't to it's liking, or 42 ... > > "Learned a long time ago that saving files in Maya ASCII had really > awesome benefits. " > > I always save in .ma, these are not benefits they are flaws > > 1 "It can be hacked" it should not have to be hacked, EVER. plus my CV > reads BA HONS in Film and Animation, not ancient Sumerian texts from 1963. > > 2 "make a saved version run in an earlier release of the software." Gona > have to go with, The software industry are Bastards ? inbuilt Obsolescence > anyone ? Still i guess the fact this is even possible in maya does give us > the lie from Autodesk. > > > "I used this once to map the conversions necessary to create a Wavefront > TAV to Maya material converter." > > Hi :) i'm an artits, i make pretty pictures , in spite of tools and an > industry hounding me to an early grave through contempt and indifference. > > > Do you guys do much rigging at Nasa ? (this is actually a legit question, > just as all this is not intended to antagonise you mr Ponthieux, just the > musings of a frightened paperboy wondering how he is going to complete his > runs now that his bicycle has been turned into snakes. ) > > > On 26 January 2016 at 17:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] < > j.ponthi...@nasa.gov> wrote: > >> Ctrl/Alt/S will automatically increment and save. It’s a really useful >> feature. >> >> >> >> I also recommend: >> >> Preferences->Settings->Files/Projects->Autosave >> >> >> >> On a similar note, I’m fairly old school regarding the file type I save >> files in if they are critical to production. Learned a long time ago that >> saving files in Maya ASCII had really awesome benefits. 1. It can be hacked >> (somewhat a meticulous process) to fix a scene that might have failed or to >> make a saved version run in an earlier release of the software. I don’t >> know if that trick works reliably anymore though. 2. It reveals a >> significant understanding of Maya’s MEL underbelly and the seriously >> complex graph node connections that can exist. I used this once to map the >> conversions necessary to create a Wavefront TAV to Maya material converter. >> >> >> >> The downside to .ma though is that files can get really large. I’d >> recommend sticking with .mb if space is an issue unless you start to >> experience issues. Haven’t had a need to hack a .ma file in a really long >> time. But I’m sure there are still folks out there relying on it. >> >> >> >> -- >> >> Joey Ponthieux >> >> LaRC Information Technology Enhanced Services (LITES II) >> >> Science Systems and Applications Inc. (SSAI) >> >> NASA Langley Research Center >> >> __________________________________________________ >> >> 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 *Sebastien >> Sterling >> *Sent:* Tuesday, January 26, 2016 11:43 AM >> >> *To:* softimage@listproc.autodesk.com >> *Subject:* Re: So.. Maya rigging is still a thing... >> >> >> >> Thank you Stefan, am glad to hear maya has this too. I could expand >> further on the list of things maya gets wrong in this regard, but my heart >> isn't in it. >> >> Just tried modelling up a base mesh in maya, am starting to like the new >> tools, thinking this is not so bad... less then 500 polygons in, the fucker >> dies on me. hadn't had the reflex to save so early, lost all work i hadn't >> sent to zbrush. >> >> am so tiered of this shit .... (head in hands) >> >> >> >> >> >> On 26 January 2016 at 13:23, Gerbrand Nel <nagv...@gmail.com> wrote: >> >> Houdini has this.. kinda, you select by weight on the mesh. >> But it doesn't work with my wacom for some reason :( >> G >> >> >> On 25/01/2016 10:04, Sebastien Sterling wrote: >> >> Yes weight painting is bullshit for precise work, however if you don't >> have much time and you need it to be quick and can afford it being dirty... >> >> It's been a while, so i don't remember, but is Soft the only package with >> a workflow to select the bone you want to weight to directly in the >> viewport? instead of scrolling endlessly through lists ? its kinda clunky >> in soft, (takes a few seconds for the selected deformer to register). but >> it works! >> >> Does nothing else have this functionality? it seems like such a no >> brainner... >> >> Maya is exceptionally guilty of the joint list scrolling, as the window >> is tiny, can not be resized (to my knowledge) and in spite of this, >> requires you to lock every bone but the 2 you are weighting, manually ! >> forcing you to run up and down every time you need to change what you are >> skinning to. >> >> >> >> >> >> On 25 January 2016 at 07:03, Martin Yara <furik...@gmail.com> wrote: >> >> For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that >> is pretty good for that kind of workflow. And for 2013 and previous >> versions without pyQT support, Max Skin Weight Tool, a mel script based on >> Max workflow. >> >> >> >> In games, at least here and other places I've worked, we rarely use paint >> weights because it is more common to have mistakes and uneven weights. >> >> >> >> Maya's Weight Hammer is the equivalent to Softimage's smooth weights, but >> way inferior and without any option at all. I rarely use it because it >> tends to mess up my weights smoothing it too much and using influences I >> don't want to. SI's smooth weights could work very nice selecting all >> points (ex: the whole snake model), while Maya's Hammer do some decent job >> only if you select the points where the joints intersect. >> >> >> >> If someone at Autodesk is reading, is it possible to have Softimage >> Smooth Weights to be ported to Maya? >> >> >> >> ngSkinTools smooth was nice, but I didn't get used to it's workflow. I >> may give it another try when I need to paint weights. >> >> >> >> I found another tool called as_SmoothNearest that looked good in the >> video demo, but it ended up being a combination of the Maya's default >> Weight Hammer command and grow selection. And without using the normalizing >> option with a potentially risk to have 1+ total weights per point. I fixed >> that code but, still not quite what I wanted. >> >> >> >> I ended up writing a custom tool to use smooth paint for selected weights >> and lock all the other joints so it would only smooth based on the selected >> points deformers. Now with that, SkinWrangler and Maya's Heat Map, my >> weighting workflow is a little less painful. >> >> >> >> Martin >> >> >> >> >> >> >> >> On Sun, Jan 24, 2016 at 11:28 PM, Sebastien Sterling < >> sebastien.sterl...@gmail.com> wrote: >> >> I remember skinning in max, not the best but definitely not the worst, it >> didn't have any pretences let's say, you HAD to use vertex weight selection >> assignments or "Weight Tool" (envelops are garbage), and they had a very >> practical little menu for that, with options for assigning a few default >> pre-sets, 0.1, 0.25, 0.5, 0.75, 1, as well as the ability to copy/past >> values. >> >> selection assignment is the slowest method, not great for fast turn >> around, but it is also the most precise method. >> >> >> >> Softimage kind of had something similar, plus a really good smoothing >> algorithm, (is it just me or was soft's smooth weight function, the bomb ?!) >> >> Is there anything like this for maya currently, like max's weight tool i >> mean ? and the first words better not be "In Bonus tools ... !" so help me >> god ! >> >> >> >> On 24 January 2016 at 13:50, Graham Bell <bell...@gmail.com> wrote: >> >> Man I feel you guys’ pain. >> >> I haven’t rigged in Maya for a while, but the thing is if you’ve been in >> Maya land for some time, then you kinda get to know how it works and get >> the best from it. Many guys like it, because they can get quiet deep into >> it, but like anything it’s not without its eccentricities. If you’re gonna >> keep on comparing to Soft though, then you’re in for constant >> disappointment. But holey moly don’t go near Max for rigging, imho. J >> >> >> >> As Adam says, there’s been a lot of talk on Beta about the rigging and >> without breeching NDAs there is a desire to start addressing stuff. It >> seems the work on the parallel performance in 2016 perhaps might be the >> start of that. Certainly that stuff has gone down well with people. >> >> >> >> On the modelling front, Maya’s been going through an overhaul in recent >> versions. Up to 2016 there was a lot of overlap between what was the NEX >> stuff and the legacy Maya tools, but a lot of that got fixed in 2016 >> onwards. Imo I like the modelling in 2016, it’s in a very good state. The >> improvement in the pivot editing alone was worth it. >> >> >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sebastien >> Sterling >> *Sent:* 24 January 2016 09:06 >> *To:* softimage@listproc.autodesk.com >> *Subject:* Re: So.. Maya rigging is still a thing... >> >> >> >> Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried >> Fabric for rigging ? >> >> >> >> On 24 January 2016 at 08:56, Jordi Bares <jordiba...@gmail.com> wrote: >> >> It may not be the only solution, it is really up to you. >> >> >> >> >> >> On 23 January 2016 at 18:54, F Sanchez <youngupstar...@gmail.com> wrote: >> >> Its 2016 already. Is there no other app that will ever take the place of >> Maya? (Besides a future resurrection of Softimage which is not going to >> happen. ) Sure I can use XSI when working on my own but if you need to work >> on site it will now have to be Maya from now on. :( >> >> >> >> On Fri, Jan 22, 2016 at 8:49 PM, Sebastien Sterling < >> sebastien.sterl...@gmail.com> wrote: >> >> "I'm still holding out that fabric engine will become a solution for >> rigging" >> >> Here, here man ! >> >> "I can paint weights and build a rig in Maya using fabric to do all the >> heavy work. I can paint weights and build a rig in Maya using fabric to do >> all the heavy work. " >> >> so you can build a Rig in fabric, as a generalist ? >> >> can you paint weights in it as well ? >> >> I too hope Fabric blossoms into the next era of DCC's >> >> >> >> On 23 January 2016 at 00:48, Michael Amasio <michael.ama...@gmail.com> >> wrote: >> >> I'm still holding out that fabric engine will become a solution for >> rigging. It's not all that magical for something complex in Maya. Which >> as I'm sure several of you have discovered is a bit of a Maya problem. >> I can paint weights and build a rig in Maya using fabric to do all the >> heavy work. >> But when it approaches the quality I require, fabric is providing all the >> computational speed I need , BUT all that speed is lost as it converts data >> back and forth between data Maya can use and KL. I actually get faster >> results out of the new Maya GPU accelerated. >> ...but faster results out of XSI. Good old XSI. >> I love it when a studio has like one license for XSI. I always snatch >> it up and never turn my box off. >> I've made a career off of lurking in the background making stuff like 5 >> times faster in XSI. >> >> I know it's childish to enjoy, but I still enjoy a good rant about the >> pain of rigging in Maya. >> >> On Jan 22, 2016 3:31 PM, "Eugene Flormata" <eug...@flormata.com> wrote: >> >> Yah, not sure why there's no improvement in the processflow for rigging >> in that much time, almost in any program i see, so many advancements in >> modeling. but nothing for rigging. >> no zbrush of rigging so to speak. >> >> I like how there's notes and tips even when you just turn on the >> quaddraw. feels really thought out. >> >> a lot of maya feels like different programs just stapled together in a >> package >> vs XSI's whole package made for one user mentality. >> I just thought quad draw had that feel to it. >> >> I've not made any rigs in maya yet, and all my XSI rigs were pretty basic >> but at least while I was rigging, i wasn't punished for something i >> wanted to go back and change in XSI whenever you learned something about >> your mesh you wanted to animate. >> which the real benefit to the XSI over maya, it reduced the number of >> iterations in the learning process. >> >> >> >> On Fri, Jan 22, 2016 at 3:18 PM, Eric Turman <i.anima...@gmail.com> >> wrote: >> >> I'm glad you are liking your new modeling tools, Eugene. However I >> believe that it is important to make the distinction that it is not about >> the confusion in Maya rigging--at least not for me; I do not find Maya >> confusing at all. What the huge issue with Maya is that its limited rigging >> tool-set combined with archaic workflow make the task of rigging drudgery.* >> Drudgery* is the key word more than confusion. I have made many >> character rigs in Maya over the past fifteen-plus years and Maya still >> sucks at it. >> >> >> >> >> >> >> >> >> >> -- >> >> www.johnrichardsanchez.com >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> > >