When I read this I feel so happy using Softimage, really. It's a pleasure every day. I often work on things not necessarily but I have the free time to spend. For an extra mile to polish animation or renderings. Or cleaning scenes, make them more efficient. Setting up passes, things like that. The software got my back. ;)
sven
Maybe if they get enough requests, they will EOL Maya :), that seems to be there modus apparandi, "we have a software, we took their money, they made requests, we canceled our software = no more requests !!!"
I would like to put on a braver face man, but they have had decades to look into this stuff, and it doesn't look like they have any interest in doing much more then shoving more stupid ineffective weighting algorithms.
If you have devised any methods to survive this particular jungle, any info is appreciated I'm sure i speak for all in this matter, that said i'd hate to subject anyone to more maya time :P
I'm going to bring it up again cause quite frankly fuck them for still unerringly daring not to have such a simple fucking feature, but hiding polygons ? really ? guys ? this we can not have ?
it seems stupid, but people donm't seem to realise what a god send that feature is,
if you are skinning a hand, and you want to weight the inside of the palm so it isn't crashing in on itself...
if you wand to weight(or even model) a mouth bag, behind lips ...
if you have multiple pieces of geo making up your characters hair and you want to weight them individually...
(in a "lesser" DCC (apparently) you would... hide.. the polygons?)
In maya the excuse you will be given, is "well you can isol"...FUCK OFF!!! isolate is a stupid solution, that requires way to many steps, and requires multy selections, something that for some retarded reason maya can't do ?! and hides everything even the bones you want to weight to.
these are not small things, these are core functionality that is missing, if you can't get this shit right then maybe you should not be in the software game.
... kind of went off there again a bit, sorry guys :P but god damn, GOD DAMN !
"In maya the excuse you will be given, is "well you can isol"...FUCK OFF!!! isolate is a stupid solution, that requires way to many steps, and requires multy selections, something that for some retarded reason maya can't do ?! and hides everything even the bones you want to weight to.
these are not small things, these are core functionality that is missing, if you can't get this shit right then maybe you should not be in the software game."
as much confusion rigging in maya brings, I'm really liking the quaddraw tool and sculpting.
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.
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: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 24 January 2016 09:06
To: soft...@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 ?
I’d take a look at the ngSkinTools plugin, a lot of people go to and use that instead of Maya’s default tools.
I tried using that plugin on a freelance project with many characters that I had to rig and point weight in Maya. While it was much better than Maya's default, and I know that it is much better than what Maya users are used to, it still was horribly klunky and unpleasant to work with. I don't think this is entirely the developer's fault though; I blame the designers of Maya for thier corrupted workflow.So, when I tried it last year I found it only slightly less awkward to work with but I quickly ran into many sticky points with it. So, when I asked the ngSkin tools community how to achieve some of the sublime workflow that Soft natively, the users responded to me with "why would you want to do that" and the like. So, no, I can not agree with you and recommend that plugin Graham.Instead just use Softimage to point weight and <gak> write a mel script <gak> to hook the deformers back up the the control structure...that was what I ended up doing and I was much much much happier for it.
The one thing to note i have found with ngskin is it only plays nicely with . ma files.
I fear an .mb getting touched by it.
I agree with Graham. When we compare what we had in soft, we are always bound for disappointment. That's not to say we shouldn't be trying to push our agenda every possible chance.
I haven't rigged in soft since the day it was announced eol. My students literally stopped paying attention in an instant.
I just resigned myself to pushing into Maya fully. Too painful otherwise.
Sidefx is getting a lot of momentum these days. I think Maya will get serious competitor if and when sidefx starts to push the character side more.
Frankly, not porting Softimage beautiful intelligence to Maya is the only way to see that damn shit disapear and be replaced.
Selecting bones in the viewport to weight paint. Good old trueSpace does this. It’s rigging is awefuly buggy, and it’s weighting also weird sometimes – but you can weight paint directly by selecting a bone. I thought this was default for all software (I’ve only really used SI and trueSpace, blender) – lol.
Reading this thread… I didn’t realize industry standards were.. low.
-Draise
Does nothing else have this functionality? it seems like such a no brainner...
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.
Rob \/-------------\/----------------\/
I should add, if folks get into a habit of using this practice to hack data into and out of Maya, one of the best and cleanest ways to start is to use Maya ASCII with the Export and Import commands.
1. It will reduce the .ma file to only the things relevant that you choose to export/import.
2. It will ignore a significant amount of the interface setup in both directions
3. Exports are automatically formatted to be “imported”
4. The redaction will make the MEL data easier to understand and more specific to your stated goal.
In general, once you get used to it and know what to ignore or be aware of you can manually generate .ma files to import data into existing scenes or use the exports to decipher the scene/graph structure. If you are curious how this works, create a simple primitive and export it as .ma. Then interrogate the file with a text editor. It will give a sense of how a lot of the scene graph connections are structured but without the extraneous scene setup data. Be warned however, never hack or manually create an importable .ma without testing it on a dummy scene. A bad custom connectAttr command can blow Maya up faster than the speed of light. Oh, the fun we used to have back in the day….
--
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: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com]
On Behalf Of Rob Wuijster
Sent: Tuesday, January 26, 2016 1:46 PM
To: soft...@listproc.autodesk.com
Subject: Re: So.. Maya rigging is still a thing...
"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."
Same as Mudbox, yes i know.
"I also recommend:
Preferences->Settings->Files/Projects->Autosave"That's the attitude...
What happened to this list? It used to be so good :(