Hi Phin,
2010 is 2009... But, for the record, we are using both 2010 and 2011
here. Most of the time it still is 2010 though, as 2011 is indeed a
little more buggy than we'd like it. Also, the QT GUI behaves a little
different when we run our custom scripts. textScrollList now can't
display for example less than 12 or 13 rows. Some scripts here use
only a couple of rows, so in 2011 the GUI layout no longer works as
expected. We haven't installed the hotfix yet, so hopefully it will be
better after that. The refraction bug on blinns and other shaders and
the crash when converting light types is hopefully fixed with the
hotfix.
Just for fun, we have also just moved to Fedora11, which is a bit
moody. So, it's always hard to know what causes the crash of flashing
GUI when you hit the spacebar in the viewport.
Whilst the new gui has introduced some new issues, it is definitely
getting better. I can only compliment AD for having made the move. It
was a brave move, but "out with the old and in with the new" is a good
attitude to have here! Just hope the channelbox, connection editor,
hypergraph/hypershade (need to merge into one versatile tool),
outliner and AE are seriously going to be improved soon. Not just
visually, but functionality-wise. We need more node based focus in
Maya. It's all good and well that Maya's architecture is claiming to
be node based, but unfortunately many things are not node-based at
all. Too many actions/tools aren't nodes, but scripts. Too much trial
& error (ie. create delete re-create). Even the node graphing,
channelbox and AE do not allow you to really work with the nodes. No
easy way to enable/disable nodes (unless you go to the AE and set node
states one by one), no re-ordering, no elegant container/asset based
workflow, no multi node editing via the AE (only the channelbox allows
you to set some common attributes at the same time), no easy re-
linking of nodes to a new node, or replacing nodes, or caching a node
graph up to a point and freezing the intput graph (until user requests
recalculation), no easy connecting of nodes (using the current ctrl
+drag+drop or connection editor often is slow or faulty), not enough
node types to manipulate data and no data/geo creation, etc... Oh
yes, compounds (as xsi or houdini use) are great and a similar thing
is possible with containers/assets in Maya, but unfortunately the work
flow and graphing is cluttered. Also laying out selected nodes in Maya
(like compositors do) is not possible and laying-out/re-graphing asset
contents doesn't work (all nodes are on top of each other).
Generally, Maya is not node based enough. Which is a problem. The good
news is that I think in the next years, they will/should release some
improvements on this front. On the gui front, I hope some issues are
going to be addressed soon due to the new QT initiative and on the
core front, I hope it will follow soon. As users, it's up to us to
keep the pressure and to push for innovation, not nParticle style
rewrites of the old particle system, but a new way of doing things
better/faster/easier. I'm not so much blaming nParticles here, but
more that AD isn't focusing on making Maya a LOT more node based.
Don't get me wrong, nParticles has some nice features, but the new way
to do things is to empower the user base. Give them the tools (nodes
and interface), and they will create what they need. Not everybody
knows C++, but many people understand node structures. Creating new
deformers and amazing effects needs a more procedural toolset for
artists and TDs. There is no reason for Autodesk to get involved in
answering every small request, if the package empowers the user.
Autodesk should focus on the bigger picture and supply more powerful
nodes and overall tools. The great news is Autodesk owns xsi and
Houdini has done many things right for years. It's time to borrow and
improve ideas. We saw a similar thing happen in the past with MEL.
Empowered users made great tools and customised Maya left, right and
center. The same should now be done for the core architecture and GUI.
Maya is already on it's way, but AD needs to show users that that is
their intension.
Okay, I'll get of my soapbox now.
Regards,
Rob
On May 19, 11:01 am, David Lawson <
davidlaws...@googlemail.com> wrote:
> Don't get me wrong 2011 is the best release in terms of features and GUI
> improvements for a while but at the moment its to buggy for us. I haven't
> tried the Hotfix hopefully it will sort a load of things out. The Linux file
> browser brought a small tear to my eye. particle rotation and fluid auto
> resize rocks.
>
> On 19 May 2010 10:23, Phinnaeus OConnor <
phinna...@yahoo.com> wrote:
>
> > Hey Rob, hows it going? you guys used 2011 on a project recently at the
> > Mill didn't you?
>
> > I'm using the the hotfix at the moment, nParticle stuff. The new surface
> > tension and particle rotation has added a whole new level.
>
> > Getting used to the Gui now too. :)
>
> > Phin
>
> > ------------------------------
> > *From:* David Lawson <
davidlaws...@googlemail.com>
> > *To:*
maya...@googlegroups.com
> > *Sent:* Wed, May 19, 2010 10:10:20 AM
> > *Subject:* Re: [maya_he3d] Re: rob van der bragt?
>
> > Its way to buggy for us to use yet.
>
> > On 19 May 2010 02:53, matt estela <
m...@tokeru.com> wrote:
>
> >> ha, well spotted! :)
>
> >> seriously though; RnD got all excited a month ago because we got 2010
> >> rolled out for testing... Film does NOT move at the same pace as
> >> commercials...
>
> >> On Wed, May 19, 2010 at 11:48 AM, Kiernan <
kiernan....@gmail.com> wrote:
> >> > 2010? You really are busy. ;)
>
> >> > KM
>
> >> > On Wed, May 19, 2010 at 9:36 AM, matt estela <
m...@tokeru.com> wrote:
> >> >> <snip>
> >> >> We're locked to maya2008 for this project (legend of the guardians,
> >> >> aka 'that zack snyder owl film'), no time to play with maya 2010 yet.
> >> >> <snip?
>
>
>
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