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…
there are two things getting mixed up. 'spline modeling', and general curves. spline modeling and to a lesser extent nurbs are less flexible then subdivison schemes which is why subdivision has replaces them in most areas. the fact that they use first degree lines with arbitrary topology (polygons) as input makes them even…
Yeah... that is super annoying, back in 2009 MoP played around with it and got a script working, I'm not sure if they have fixed it in 2014 or if the script still works but it was an interesting thread. I would really like to know if there is a better way to handle it.
lol, this thread! pipeGen does a pretty decent job without any twists. here is the script: http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/pipe-generator/download_page incase v1.1 doesnt work, here is older version 1.0 : https://dl.dropboxusercontent.com/u/13288045/pipeGen_v1.zip
I wouldn't be so dismissive of splines. Most people don't use them to model surfaces but splines definitely have their place in modern workflows and I've had trouble translating some of these methods to Maya. Here are some things I do with splines in max that I have trouble doing in Maya, I'm still a Maya noob even though…
So excite! Was looking into combining cut + loop tools, that's going to be super nice. Ged: yes. (a script I'd like to get around to making is one that lets you created "advanced" marking menus easier/better)
Seems to be working ok for me, you're talking about the button at the top of the view-port frame correct? Just look at how many steps that is to mirror your model! I wrote a script to do it all automatically, but i'd like an even more robust symmetry that works with all the tools, and provides the option to match normals…
@artquest if its more about the workflow then i can understand the argument a little better. the older 3d apps have gone through multiple paradigm shifts and the focus of the modelling tools has been shifting and added in a piecemeal fashion. but the old blanket argument that maya does not have the tools does not hold much…
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…