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Maya 6 NAB vids

Maya 6 NAB vids

2004-04-25       - By jordibares

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

Yes, the feeling i had is that they have addressed old issues, many of them,
and put together some new stuff, not really huge steps but the right ones as
imho Maya seemed to develop and abandon philosophy which i personally don't
feel too happy about.

Still i look forward to see the presentation at Siggraph.
jb

On Sun, 25 Apr 2004 12:19:29 +0200
"Raffaele \"ThE_JacO\" Fragapane" <jaco@(protected)> wrote:

> 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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