Well, it could be argued that Unity is not necessarily synced with MayaLT/Turtle anyways... Or maybe it is ? That's worthy of some tests that's for sure. And since the MayaLT PR stresses how well integrated it is with Unity, it is true that one would expect a perfect sync between these two at least. Interesting stuff. (and…
oops, sorry, thats the super detailed explanation, here is the overview video. [ame="http://www.youtube.com/watch?v=680Q1iIMugo"]MayaLT - ShaderFX Overview - YouTube[/ame]
Yeah as Shawn has said its tricky balance to get right. The lack of scripting was always going to be a hot potato, and I see many comments from people stating that Maya is unusable without it. Personally I wouldn't quite 100% agree with that, but coming from a TD background myself, I get what people are saying. Alot will…
well, according to ADSK it seems that opening up mel scripting, unlocking poly caps and plugin support will most likely hurt their core market because current core users might think they don't need to spend $3675 on core while they could just get by fine with MayaLT for $795 i can understand that could be a possibility,…
Interesting - did you try loading up this asset and normalmap into an engine that you know is synced with the regular Maya baker ? After all, the results displayed inside Maya/MayaLT do not matter as much as what is shown inside a proper engine ...
Hi there - I just ran once more into the Pythonhome problem mentioned earlier, and narrowed down the issue. There seems to be a conflict between Maya/MayaLT and the Source SDK when it comes to the PythonHome path, with the SDK seemingly changing the OS environment variable (without warning!) to something that Maya does not…
"Yes MayaLT could certainly be a viable option for home use, especially for someone at an entry level." I dont see how putting a "crippled" version of a program that out of the box already needs alot of cleanup to be able to be used in production decently a viable option...
the information I have, MayaLT is: For Basic Support £45 / 50 Euro - monthly £110 / 130 Euro - quarterly £350 / 415 Euro - annually For Advanced Support £65 / 70 Euro - monthly £165 / 190 Euro - quarterly £490 / 580 Euro - annually
$50 monthly sub for LT with all these limitations seems too high! here is a comparison with Adobe Photoshop CS6 full = ~$1000 Creative Cloud single app monthly = $20 2% of full price ______________________ MayaLT full (with subscription) = $915 monthly = $50 5% of full price
Only MayaLT and FBX ? I want to export a standard maya file because currently that is the only way I can get vertex alpha into Unity, fbx does not support vertex alpha to Unity, although vertex colours come across. Or how about working with the Unity Dev. team and asking them to support the MayaLT format ? I have to say…