test

2017-09-16 22:13 GMT+02:00 Jason S <jasonsta...@gmail.com>:

> On 09/15/17 15:16, Anto Matkovic wrote:
>
> Whatever works for you. For example I never tried to key the global
> transform in SI, always used constraint instead, because this clearly shows
> what's going on. Also followed 'one object one transform' 'rule', that is,
> never more than one constraint or expression per object - this makes it
> easier to connect to another structure, reset, so on. But that's just me.
> It's always possible to hide some null, after all.
>
>
> Hum. I don't think it's just for what works for me..   --> * (see
> footquote)
>
> In Maya (as I think I understand) , once you freeze your object,
> -it- becomes the center of itself (for things to be relative to it),
> and looses all references to Universe 0 does it not (?)
> (also kind-of like many public companies actually ;) )
>
> Then where are it's 'universal pose' values after it's frozen?
> (where is the object in universal space?)
>
> In XSI there is "Neutral Pose" which allows to reset to that,
> but there is always a (read/writable, and resettable) reference to 0
> universe.
>
> and as previously covered, where are it's  'local pose'  values once it's
> a child of something?
>
>  it's doable but ... ... complicated  (for simple things)
> (more nulls forever)
>
>
> And consequently, I really don't think any advantage of   "dual
> coordinates"  has to do with   '*keying global transforms*'
>
> but rather (as you probably know inside) ::
> --> there is -always-  'local'    ( parent relative values..   --and what
> you normally animate in XSI--  )
> and 'global' (universal) coordinates,   -- both coordinates for reference,
> keying, driving or just setting (or -resetting-),
> that are intricately part of absolutely everything, and there all the time.
>
> Without the need for redundant transient items that can accumulate quite
> fast, and clutter up everything ,
>  ( speaking by sometimes already finding too many control items in XSI and
> always trying to simplify as much as possible )
> and without the need to calculate or deduce those (super useful) values
> when wanting to reference (or drive) them.  --> *
>
> and the previously mentionned  "sea of relationships"  can also very-much
> include how relations are represented in the node editor,
> with little to no abstraction to a way of doing things that (historically)
> has been recognized as over-bloated or over-complicated.  --> **
>
>
>
> * from 2005 (about clutter and things)
> http://forums.cgsociety.org/archive/index.php?t-173245.html
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> * ... in maya there are many things where i wonder what the hell is going
> on. very often i parented an object into another and couldn't define the
> coordinates correctly any more. and much more things. a further example:
> after having mirrored and smoothed an object, maya has generated 4
> additional objects to the scene (2 transform groups, the low-poly mirror
> and the smoothed mesh). working with blendshapes also generates some more
> objects, so the whole scene gets very confusing after a little time. if you
> don't give a name to EVERY little thing (even if it's a texture node),
> efficient working gets nearly impossible. every object is connected to many
> nodes - the complete program seems to be a big net, and it's your job to
> navigate through it. (really annoying under time pressure) while working
> with nurbs surfaces you should better clean up the history (delete modifier
> stack) or maybe you get double transformations, can't move a parented
> objects correctly or get other problems like that.*
>
>
> **  from 2016 about Maya transforms
> http://forums.fabricengine.com/discussion/585/maya-transforms
>
>
>
>
>
>
>
> *... as I was saying in the beginning, there is not reason to try to have
> a Maya transform.  It is an old thing that caries with it many problems. It
> tries to give many features that in theory sound great, like the
> possibility to set its pivots, but in practice it's simply way to
> complicated, convoluted, over-designed, resulting in a huge object
> (considering the context of its typical use) that it's slower than what it
> should, not mentioning the headache it gives every time you have to deal
> with it in the API. *
>
>
> *My suggestion?  You have Fabric now, that allows you to stay away from
> the bloated Maya's transform as much as you can. *
>
>
> *Learn instead how to handle Xfos, and do what you want with those. *
>
> *Care about the Maya's transform only when you set them from Fabric or
> read them for Fabric.*
>
> * You said you come from Xsi. Don't make your life unnecessary sad and
> ugly as I had to do* [image: :)]
>
>
>
> *_____________________________________ ... really thanks for the detailed
> answer. Yes, I am trying to replicate Maya's transform  for 1. understand
> it better since now I have to work with it  and 2.understand Fabric Engine.
> *
>
>
> *I was thinking that Mat44 and Xfo were pretty much the same as Scalar and
> Float32, for instance. Different names for the same thing, which confuses
> me a lot in Fabric.  There are SO-many-nodes!*
>
>
> *It was good to see your opinion on Maya's Transform, which seems to be
> the general one. I never see people messing with the pivots, just grouping
> lots and lots of transform groups.*
>
>
> *I'll keep taking a look at Fabric. Cheers*
>
> So maybe in another life would there be simplicity again,
> then also hopefully made by non-self-centered entities (not referring to
> employees)
>
> Thanks,
> J
>
>
>
>
>
>
>
>
>
>
>
>
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
------
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Reply via email to