I'm just confused because as best as I can understand your description of your own workflow, soft-image has this by default. Maybe I mis-read? My second point isn't about how long it takes long to learn a new software package, my problem is it seems strange that it takes less time to produce more work in a completely new…
many of the concerns expressed here for example : http://area.autodesk.com/blogs/stevenr/maya-bonustools-2013---drawsplitdrawreduce but i'm running it in 2012 for the moment EDIT : heh. the biggest thing is it not actually dropping down the cut when using shift ( straight line ). the docs say you gotta hit enter after…
thats a nice tool option you should suggest it to autodesk. i'm not going to get into softimage vs maya or any such thing in this thread. but thanks for posting a concrete example. my point is that i don't consider having tools tied to the manip a feature. i like maya's manip better. to the extent i use some of the same…
Heh I didn't mean to start a maya vs softimage arguement either :P What I would like to do is keep discussing how to make maya a better product for us modelers. Perhaps I'm using the wrong terminology. When I say something like "streamlined workflow" I mean tools that work smoothly together. For instance in the maya 2014…
compared to some of the block heads on the board i consider you a softy. :) i guess some people look at that pic and laugh because they think its a bug. but there is another group of people that laugh because its a feature. i have not really known any animators who would trade in maya for another app once the have worked…
Excuse me...I think you're crapping on a lot of people's professions, just the other day I saw this ad for work: Tube Modeller Position We're looking for Tube Modellers to join our team on a temporary basis. Projected project length: 6 months - 1 year. Description: If you believe you possess the knowledge and skills to…