Maya 2019 released...
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- Posts: 174
- Joined: 10 Jul 2009, 21:58
Re: Maya 2019 released...
The shape animation stuff looks interesting.
Phil Harbath
Jamination Productions
Jamination Productions
Re: Maya 2019 released...
Yeah I have to say that the shape workflow is great, sculpting on top of combination shapes, or posed mesh is fast and easy. Weight painting still sucks ass.
Re: Maya 2019 released...
...yes, for one good thing Maya sucks on 1000 others
Founder of www.si-community.com
http://www.pixelpanic.de
http://www.pixelpanic.de
Re: Maya 2019 released...
Matt,
To keep some of your sanity, use MGear for Maya for rigging and some weight painting stuff, and use NG SkinTools for anything else.
It will help.... a bit....
rob
To keep some of your sanity, use MGear for Maya for rigging and some weight painting stuff, and use NG SkinTools for anything else.
It will help.... a bit....
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Maya 2019 released...
I think all that patent stuff is a myth.. I've never heard patents being discussed as a factor to have or not have a feature.
Maya didn't copy the render region, which we first showed in 1996, because their workflow is to have all render in their dedicated render view (where you could set a region). There is now a render region viewport feature.. but but it's a feature of the Arnold plugin rather than a Maya feature..
Re: Maya 2019 released...
Ture. That´s why I put it in ".." But it was always a good excuse for developers or software manufactures NOT to implement features other software had...
Either way..there is no replaycement for XSI and ICE by today..and ADs Maya does not want to go there anyway. Ten years passed with or without render region..that was my point.
Any by the way, a render region makes sense..in the viewport or elsewhere..and was a great idea by the SI-guys back in the days..1996..wow..
Founder of www.si-community.com
http://www.pixelpanic.de
http://www.pixelpanic.de
Re: Maya 2019 released...
1996 softimage render region -> 2003 fprime -> 2012 clarisse
Last edited by NNois on 12 Feb 2019, 15:47, edited 1 time in total.
Re: Maya 2019 released...
VRay Next and the Maya viewport combo is pretty decent to be honest...
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: Maya 2019 released...
Maya can be fine when there's a bunch of people around that know workarounds,
with everyone knowing their own little part of the pipeline,
and a heafty TD department, which I suppose is the case for most shops.
So in that sense Maya can be fine, but you really need that highly skilled TD (software developpment) *department.
But even despite that, the number of times I went.. "jeez! that would be such a no-brainer in soft"
**for ONE example out of many-many examples** getting characters to squish together involved round-trips to houdini,
and once in houdini seemed to be an entire can of worms in itself.
Once I actually mumbled it out loud,
and my younger collegue next to me said "what?"
and I said .. "that would be sooo easy in softimage! "
and he said.. "what is softimage?"
and I went ... "sigh.."
I'm personally anxious to see what might eventually supercede the 90's generation line of DCC's,
if that is ever going to happen while I'm still around, I woud find it unfortunate if versions went up to 50
while barely changing and (further) becoming like these humoungous layered (and buggy) bloatwares with occasional new things.
(perhaps something built on top of a game engine?)
Because today (just like 5 years ago) I hardly see any possibility of any current solution substantially reinventing themselves.
But whatever might eventually supercede,
I hope authors would somehow have the initiative to put "usability" and "flexibility" on equal foottings in terms of priorities from the very beginning,
if XSI (currently arguably the last time a very high degree of both "artist friendlyness" & "flexibility" happened in 3d)
is to become completely forgotten as a reference by then.
I personally hope XSI would continue to stick around for a while and show-up here and there (more or less as it's been limping around)
so some could go-on saying ... "look how ridiculously easy it was doing this in softimage.. and what year are we? 2030?" lol
with everyone knowing their own little part of the pipeline,
and a heafty TD department, which I suppose is the case for most shops.
So in that sense Maya can be fine, but you really need that highly skilled TD (software developpment) *department.
But even despite that, the number of times I went.. "jeez! that would be such a no-brainer in soft"
**for ONE example out of many-many examples** getting characters to squish together involved round-trips to houdini,
and once in houdini seemed to be an entire can of worms in itself.
Once I actually mumbled it out loud,
and my younger collegue next to me said "what?"
and I said .. "that would be sooo easy in softimage! "
and he said.. "what is softimage?"
and I went ... "sigh.."
I'm personally anxious to see what might eventually supercede the 90's generation line of DCC's,
if that is ever going to happen while I'm still around, I woud find it unfortunate if versions went up to 50
while barely changing and (further) becoming like these humoungous layered (and buggy) bloatwares with occasional new things.
(perhaps something built on top of a game engine?)
Because today (just like 5 years ago) I hardly see any possibility of any current solution substantially reinventing themselves.
But whatever might eventually supercede,
I hope authors would somehow have the initiative to put "usability" and "flexibility" on equal foottings in terms of priorities from the very beginning,
if XSI (currently arguably the last time a very high degree of both "artist friendlyness" & "flexibility" happened in 3d)
is to become completely forgotten as a reference by then.
I personally hope XSI would continue to stick around for a while and show-up here and there (more or less as it's been limping around)
so some could go-on saying ... "look how ridiculously easy it was doing this in softimage.. and what year are we? 2030?" lol
Re: Maya 2019 released...
Well, developing DCCs is expensive..and the market is satisfied with crappy solutions. No reason to change that from their point of view. Blender evolved a lot and is growing. I really see anybody else stepping up at the moment to improve their tools. For sure not AD. So, who is left? True..nobody. Cinema will stay in their niche, as Houdini will. A good mixture of scaleability and effectivity is not out there and I believe will never surface again...XSI was a unique..
Founder of www.si-community.com
http://www.pixelpanic.de
http://www.pixelpanic.de
Re: Maya 2019 released...
Ya! there is definitely a void of something else (industrial & general pupose).
It can be quite unhealthy (for everyone including maya users) for there to be essentially one option in that (or in a) category.
It can be quite unhealthy (for everyone including maya users) for there to be essentially one option in that (or in a) category.
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