View Full Version : Maya problems?
Genesis 01-06-2003, 11:56 PM Okay this is a strange post, I am after problems with maya, little issues that piss you off, things that don't work, and things that cause stupid shutdowns.
Why?
I am a long time max user, and where I work there is talk about converting to maya, and we are trying to work out what problems will come with maya if we change (aside from learning curve).
I am not looking for opinions on whether maya is a better program, I just want to know what is currently wrong with it (I know lots of good things, not much bad).
thanks
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Rudity
01-07-2003, 12:43 AM
I sometimes crash when I am IPR'ing an image then go into the Relationship editor.
Plus the relationship editor is pretty slow on a heavy scene.
what else bugs me.....
Can't think of anything at the moment. Im sure some maya Guru's could let you know of some annoying bugs.
Thats it for me
Later
Rudity
Genesis
01-07-2003, 01:10 AM
Thanks Rudity, thats the sort of stuff I want, max is full of these issues and I was wondering how different maya was in this way, keep em comming people!
Maya does have it's problems like any similar software.
What bugs me is that subd's, paintfx, and a few other features are slower than hell. Also, some of the ordinary tools take awhile to activate, which is annoying. A/w should optimize these things. :rolleyes:
Nothing can be worse than Max, though. I say you're in pretty good hands with Maya. :-)
Modulok
01-07-2003, 01:59 AM
Sometimes for no appearent reason when sculpting polygons the brush outline dissapears. (just happened today....thus I will make a new thread about it :p )
And Paint FX is uber slow.
-Modulok-
danylyon
01-07-2003, 04:14 PM
- no QuickTime Support
- no preview while final rendering (not even a %)
sasquatch
01-07-2003, 04:24 PM
Back-face culling for sub-D surfaces is non-existent: finding the right point in a sea of vertices is frustrating and time-consuming.
No swap function for textures (really liked this in Max).
Still no good knife tool (and yes, I've tried loads of plugins that claim to address this). Lightwave's implementation is still the best.
File sizes still get bloated too easily.
Other than that, can't think of owt.
Mikkel Jans
01-07-2003, 04:42 PM
Things that piss me off in Maya is:
- The Playplast keep crashing, i can rarely get anything out of it
- SubD is hell Slow, but i survive with Proxy Smooth
- No good Soft Selection :/, would be nice with a Mirai style Tweak Tool
- IPR Render doesn't work with Mental Ray, and MR still got some bugs
- Can't render directly to compressed format like DivX
- Maya sometimes gets slow in the Dope Sheet and Timeslider
- The Nodes sometimes get **** up and i have to clean my model up in Hypergraph
I Think that's it :)
Chappo
01-07-2003, 05:44 PM
you have to add
STANDARD MACROMEDIA .SWF VECTOR OUTPUT (if that's possible)
it would make Maya HUGE in the webdesign world ;) - in terms of kickass animation and 3d flash.
At least it would blow my mind :)
beaker
01-07-2003, 07:27 PM
Alot of rendering issues(mainly on windows).
maya windows issues:
Maya uses 4x the amount of ram on windows as it does on any of the *nix versions. With large scenes you can easily hit the 1.5-2gb memory ceiling on windows(32 bit os/processor limitation). Large shadow maps are huge memory hogs. You can't even render an 8k shadow map with even a small scene without it faulting. Motion Blur 2d & 3d is pretty crappy. 3d Motion blur is another huge memory hog, and to get good results out of it you really have to crank up the numbers which increases your render times by 10-20x. 2d motion blur is pretty messy and adds alot of artifacts. I do alot of compositng so I take care of all my MB in post.
All the memory issues are mostly fixed by using *nix versions of maya(linux/irix/osx). Same with issues of slow windows poping up in windows. The ui is a little more spontanious on linux/irix.
Paintfx is slow, but not for the results you get(you can speed it up alot by turning off the window refresh). If you compare it to any other solution with geometry trees and plants, it is much faster. 1 single polygon tree with leaves can easily take up half a million polys. You scene will be 5x slower with a forest of polygon trees over a paintfx forest.
Alot of the issues people talked about playblast crashing, brush outline dissapearing and IPR crashing is from using crappy/cheap hardware/video card/driver issues/not using ecc ram, etc....
NeonGuy
01-07-2003, 08:35 PM
the bevel tool. it's a horror!
i know this is not a maya issue but mental ray for maya can't render subd geometry :((
jamihn
01-07-2003, 08:38 PM
Painting weights = :thumbsdow
Thank goodness for the component editor.
Genesis
01-07-2003, 10:18 PM
This is great guys, thanks so much. most of the issues seem to be slow down, not shut down (which is nice comming from max!)
I will watch this thread with a lot of intrest.
sasquatch
01-07-2003, 11:10 PM
Actually I 've found painting weights to be :thumbsup: but the component editor still rocks.
And I just remembered: paintFX antialiasing? Forget it if you have occluding geometry. Rendering 4X the needed resolution and downsizing is not an option if you're animating. This sucks, hugely.
And good call to whoever noted the lack of soft select: creating clusters and painting weights just to get a soft fall-off on geometry tweaking is just plain wrong. And no, artisan is not a substitute.
Proportional modification tool works just fine for me for those of you looking for soft select.
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