Maya uses a Dependency Graph were it passes attributes along it nodes to accomplish something, whereas Max and XSI have a stack system were the attribute/nodes can be reordered and selective history kept, wheras in Maya the nodes are dependant on their previous nodes, hence the name Dependency Graph. Modo dosen't have…
@Mark Dygert a node is not= to a modifier. its fundamental. everything in maya is a node. from an animation key to a particle emitter to a edge collapse. there are lots of nodes that are not designed to be edited in the gui. if you try to think of nodes like modifiers your going get a headache and get into trouble. know…
actually its the other way around. max has a linear modifier stack which re-evaluates when you change state. ie it is a DAG (Directed Acyclic Graph). the reason why things work out when you move modifies is that it re-evaluates the whole stack from the root upwards in a linear fashion. the problem with this is that is…
yes you can in most cases. if you just modify topology to the current mesh and keep the bend/lattice and lot of other deformers without deleting history then you can keep making changes to topology and still have the deformers affect the changed topology. however, it may not be possible in all cases. it depends on type of…
Sorry, is that just something you made up or how do you justify the relation between being "non linear" and "unstable"? Just because something is "non linear" it is more likely to be "unstable"? I would argue the two are not related at all. If anything, Maya's 'goal' is that one node does not need to know anything about…
I am unfamiliar with Max, is it not like the Maya's input nodes that are shown in the channel box stacked as history? Modo rules for modeling on my side nowadays...
That makes a lot of sense, thanks for explaining it. I guess part of my problem is that in max, its very easy to actually work with and interact with those pieces but in Maya its hidden and tangled. What good is functionality if people can't find it and leverage it? It also seems like Maya could potentially be a bit more…
1. Let me get this straight, Autodesk acquires and puts off market ShaderFX, the 3ds Max shader creation plugin and then goes off integrating/improving/whatever the tech into Maya?... I'm a little confused... 2. Sooo, no catmull-clark for Max??... really? 3. No talk about the new 'Enhanced Menu' system(which looks really…
I ve used max for 4 years, maya 2 years. Overall, it seems to me Max is more stable than Maya. All I know is maya is very prone to crashing when you model in smooth preview mode and using tools like bevel does all kinds of crazy things such as invisble faces, mesh moving back to origin while beveling. Not only that,…
I would defer to your knowledge, you would know far more about both systems than I would. If you think its more stable and easier to work with (on the backend) I believe you. I was more or less thinking out loud and hoping someone could help fill in the gaps. I thought I had some info on the differences between the two but…