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
>>
>>
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