But also Maya have MORE of bugs and limitations as well so need more ways
around it too ;)

On Wed, Jan 27, 2016 at 11:03 AM, Martin Yara <furik...@gmail.com> wrote:

> Thanks for your comments about my rig question. And no we don't use motion
> capture and I assume my client is using HIK for normal rigs.
>
> Back to topic, I agree with Joseph about exporting selection to .ma file.
> Maya data gets dirty pretty easily and sometimes it is impossible to clean
> it. Here is where exporting selection to .ma comes in handy. We have a
> little script to do this and I force everyone to use it before delivering
> data.
>
> Although not always straight forward, being able to open a simple scene in
> an old version is something I always wanted in Softimage. Every year I want
> to try those new fancy features that could make my life easier, but I'm
> stuck with a 3 years old version because the game pipeline is from 2 years
> ago.
>
> Being said that, I haven't being able to open Maya 2016 scenes in older
> versions, haven't tried that hard though. I guess I'll have to do some
> ASCII edition of the scene.
>
> Maya has a lot of workarounds for it's bugs and limitations, but to be
> fair, so did Softimage.
> Well, Softimage had less of that but it wasn't perfect either.
>
> Martin
>
>
> On Wed, Jan 27, 2016 at 6:38 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Sorry Cesar, am having an off day, will be better soon.
>>
>> As for what happened to the list, i think it's name sake died (or was
>> smothered with a pillow).
>>
>> on the bright side, we learned, that maya has a method for picking joint
>> influences...
>>
>> some tips on rigging from Adam ...
>>
>> that mGear is a very good solution for rigging...
>>
>> that you can hack .ma files to fix your scenes remotely...
>>
>> that Seb should stick to his Valium prescription ...
>>
>> So yea lot of rants, but also some good info :)
>>
>> On 26 January 2016 at 21:16, Cesar Saez <cesa...@gmail.com> wrote:
>>
>>> 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
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>
>

Reply via email to