We humans are resilient to pain, that is certainly true.

jb

> On 6 Apr 2018, at 21:11, Pierre Schiller <activemotionpictu...@gmail.com> 
> wrote:
> 
> Oh I guess I have something to thank Maya for.... I relate to that "ctrl+s" 
> every 2 or 3 minutes symptom. Yes, specially with buggy Blender 
> (pre-alpha-dev-highly-experimental-nightly) builds I get on the repository, 
> and still deliver a full work saved session because of the "maya symptom" 
> (saving constantly due to a nervous breakdown of crash session-loss of work).
> Never thought of this, but "THANKS maya". 
> 
>  www.3dcinetv.com 
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> On Fri, Apr 6, 2018 at 2:36 PM, Enter Reality <3dv...@gmail.com 
> <mailto:3dv...@gmail.com>> wrote:
> I'm still completely amazed about how many crashes there will be in a single 
> session...I mean...especially during weight paint...its to a point that is 
> almost funny to me.
> Now I'm using a technique I used while playing Tomb Raider on PC long time 
> ago, meaning that instead of the F5 quicksave, I just Ctrl+s every 5-10 
> minutes, but sometimes I still forgot to do that, and I loose 20-30 minutes 
> of work, because the crashes happen that often.
> 
> I still rely on Maya for rigging and now also modeling, but its a real 
> nightmare every time I open Maya
> 
> 2018-03-31 14:48 GMT+02:00 Ben Barker <ben.bar...@gmail.com 
> <mailto:ben.bar...@gmail.com>>:
> This thread is hilarious. 
> I just wanted to say that if you are having really bad scene load times in 
> Maya and it's not file I/O (perhaps from references) then it's often long 
> init times for certain nodes. Thinking of the wrap deformer specifically. 
> Wraps init on scene load and they can be terrible on dense meshes. It was so 
> bad on one scene at Blizzard that Cameron Chrisman completely rewrote a wrap 
> deformer that stored the bind information in an attribute instead. Our scenes 
> were 1GB but they loaded fast. We still had to eat the long bind time but 
> only once. 
> 
> You can try decreasing wrap distance to as small as possible as a workaround 
> or even go low res->bones riding on surface -> skin deformer or some other 
> such hackery. Maya.
> 
> On Fri, Mar 30, 2018 at 6:59 AM, Mirko Jankovic <mirkoj.anima...@gmail.com 
> <mailto:mirkoj.anima...@gmail.com>> wrote:
> - select, obj in the scene, move it, crash maya. repeat
> 
> - try to got o time in timeline, wait a bit... crash.. repeat
> 
> - press F, view port goes completely black. try on couple scenes and even 
> blank scene with cube.. same thing. see online that there are others with 
> same issue and you need ot reset all preferences.. do that and hope same crap 
> won;t happen again for who knows what reason. 
> 
> - waste half day waiting for relatively simple scene to even load... move 
> project to SSD... loading time identical as from NAS over network.. go back 
> to waiting and wasting time...
> 
> - waste a week on stupid retarded errors in rendering, props disappearing and 
> appearing randomly in frames, render done but frames not written out.,.. at 
> the end reinstall maya from 2018.2 back to 2018. sort out some of those 
> things.. get back others ... 
> 
> I will never understand how people manage to complete anything in normal time 
> frame with this piece of crap. 
> Actually I do understand.. they never complete in time...
> 
> On Thu, Mar 29, 2018 at 9:15 PM, Sven Constable <sixsi_l...@imagefront.de 
> <mailto:sixsi_l...@imagefront.de>> wrote:
> Ok, no teeths but decent knowledge of marketing. That guy is so spot on, it's 
> kinda terrifiyng. lol
> 
>   <>
> From: softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com> 
> [mailto:softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Anto Matkovic
> Sent: Thursday, March 29, 2018 10:47 AM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=YCi_yvBK1PMLXPDkzdylDKO3ZTA2cdhFfjQ4azDkcJM&s=NveneoB5gsqYLKoGf-fOenxj1g4Pc3ZLC-7y2GpOX7M&e=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=gR2IkJtTpLf5-jkktYSnclJNLlPFHZw2KG0aRMSbdgo&s=j1E898DdEm9U4bjPTvGgoyRn1J1NrYhsK8HZf9eZFI4&e=>
> Subject: Re: The Maya Chronicles - or how retarded that software is...
> 
>  
> 
> It always been like that. I think my first responsibility in 3d world could 
> be described as ''hypershade boy'' :), it was a Maya class where I had to 
> start earlier, to launch Mayas and Hypershade windows, so other students 
> would be able to use them before end of class (or something like that). More 
> or less, that 'position' is possible today.
> 
>  
> 
> Anyway I heard great news, there is a new principal developer in Maya team, 
> who already have experiences all over industry. While we don't know for 
> details of his actual engagement, here's what he did for Microsoft and Valve:
> 
>  
> 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DKHG6fXEba0A&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=YCi_yvBK1PMLXPDkzdylDKO3ZTA2cdhFfjQ4azDkcJM&s=XwbLEuuhPvFZmUbhXlmuKTbfpbVtkcpFLrM1BSUnD4Y&e=
>  
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>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DeDyXIXyAZq0&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=X0ne1my8-ft9jnIcftBheH_GzdmRGfw364OEW5ZKO8w&s=aKWX1W0rAHWMYlCdDsUfZPmeWV27Sh_vQT6jchJZJUY&e=>
>  
> 
>  
> 
>  
> 
> From: Morten Bartholdy <x...@colorshopvfx.dk <mailto:x...@colorshopvfx.dk>>
> To: "Userlist, Softimage" <softimage@listproc.autodesk.com 
> <mailto:softimage@listproc.autodesk.com>> 
> Sent: Monday, March 26, 2018 1:25 PM
> Subject: The Maya Chronicles - or how retarded that software is...
> 
>  
> 
>  
> 
> The Hypershade is slow to update A: when there are many materials (I guess 
> updating shaderballs) and even slower when the selected object has many 
> polygons. Horrible waste of the users time. WWTT??? (which is short for "What 
> Were They Thinking")
> 
>  
> 
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> -- 
> Mirko Jankovic
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> Need to find freelancers fast?
> www.cgfolio.com 
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