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Maya 6 NAB vids

Maya 6 NAB vids

2004-04-25       - By Raffaele "ThE_JacO" Fragapane

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Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

I've been involved with maya betaing in another facility before moving here,
and I had a chance to have it shown to me yesterday from a good friend of
mine who, unlike the fanboys on some forums, doesn't have his head up his...
you know what :)

I think that Alias got this release right, as they didn't add yet another
useless toy that you maybe need once every 6 months, but focused on
streamlining what they had and add essential tools.
The direction they took also shows they are now considering XSI something to
emulate (I'm not just thinking of netview, hair etc.), and maya6 took THE
EXACT SAME DIRECTION XSI took with v3 (faster, more stable, more
streamlined, more reliable) which is a high form of flattery to the Montreal
guys I think, we are not the ones playing catch up anymore ;)

Said that I found the hair system to be good, but it still has combing
issues and the shading can be flaky (noticed how they skipped that part at
all in the demo videos ? :). It's nice that they provide a way to use it for
rigging straight away, hair guides are, after all, dangling splines based on
a similIK algorithm with extensive stiffness control, but it's nothing you
couldn't do in XSI 2, plus the new rigid bodies and tail primitive can go A
LOT further then that.

If there was something from maya6 I would like to see in XSI it sure isn't
their hair or their joke for a MRay implementation or limited RTS system, it
would be the new shadernet management (hiding nodes etc.) and normals
controls.
With v4's new material management and relational views XSI is years ahead of
what Maya did for shaders bins, but I still miss a rendertree management and
interconnectability much more then I missed a material manager, and no inGUI
normals controls is annoying.

Hell if we had normals control we could as well stop asking for true
modeling mirroring, since all you'd need is a SCOP that takes the model's
first bonduary and orients all its normals so that they lay on the symmetry
plane, and then the connection and subdividing of that+clone would be the
same of a merged model (this can already be done adding one row of flat
polygons going beyond the bonduaries and hiding it, but it's just not the
same).

Try not to have marketing blow smoke in your eyes, they got the maya6
marketing ALL WRONG, it's an excellent release (although I find it NOT to be
worthy of a .0) but it isn't so for some half assed new features and a new
hair module.

            -~== Raffaele Fragapane ==~-
    -~== Freelance Technical Animator & TD ==~-
-~== Senior Technical Animator @ Peerless Camera ==~-

- Currently London Based
- +44 798 4955734

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of
jordibares
Sent: Saturday, April 24, 2004 8:41 PM
To: XSI@(protected)
Subject: Re: Maya 6 NAB vids

Actually me neither, the only real interesting thing is the PSD workflow
which is quite clever (and easy to develop i have to say)

In terms of the new motion retargeting i haven't seen nothing complex,
Motion Builder provides much more powerful tools since Filmbox version 1.5
(more than 5 years ago).

look forward to see this Siggraph the latest list.

jb


On Sat, 24 Apr 2004 10:51:11 -0700 (PDT)
Eric Lampi <ericlampi@(protected)> wrote:

> I wasn't THAT impressed with the particle demo, so
> they can deform them in version 6. I did the same
> exact thing with XSI version 1.5, a tornado.
> Particles in XSI have always been deformable.  
>
> What they can do which *is* very cool, is have a
> falloff on the deformers, this is a really valuable
> feature, which I hope will be added to XSI eventually.
>  It would keep particles that are deformed from
> LOOKING like they are deformed, as it is now, they can
> be a little too rigid looking, like watching smoke or
> liquid flowing through a invisible pipe.
>
> Being able to deform a part of the cloud by grabbing a
> chunk, deforming it or animating it with falloff...
> *drool*.
>
> Eric
>
>
>
>
> --- Bradley Kachel <acidboy21@(protected)> wrote:
> > It's worth checking out the new maya 6 NAB quicktime
> > videos on the Alias
> > site
> >
> http://www.alias.com/eng/products-services/maya/new/index.shtml
> >
> > The new PSD and particle dynamics are nice.
> > I was really impressed with the hair simulator demo.
> > I don't have much experience with XSI hair, but
> > Maya's seems very strong.
> > Some of the features like being able to knock hair
> > off a model and have
> > still act dynamically while on the ground is really
> > impressive.
> >
> > Intereseted to know what you guys think, check it
> > out :)
> >
> > Later,
> > Brad K
> >
> >
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> =====
> Freelance 3-D Animator, F/X Artist
> ---
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