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View Full Version : What do you think will be in Maya 5.5/6?


NUKE-CG
10-15-2003, 12:01 AM
Hi,

I was talking to my friend about Siggraph yesterday, and he said "So.. did Alias show off any new features that would appear in the next version?", I was like.. "No..", he of course got bored about talking about Siggraph milliseconds after that.. heh.

Got me thinking though.. I've compiled wishlists, logged requests etc.. but.. what do you think Alias will do to this release?, I want to have something to look back on, and see if Alias are getting too predictable.. I know for 5, I assumed to see a few more polygon tools, additions to fluids, something in the animation tweaked, and the downloadable mRay plugin built into the install, and more nodes erased from the unsupported list, and a few others.

"Five Oh" was in my opinion, a really good release.. the best.. but I wanna see what users think will be in the next version, just gut feelings..

SKippyMcHaggis
10-15-2003, 12:20 AM
this might be as good a place as any to ask...

sorry if this is redundant, but i ran a few searches and didn't turn anything up but...

when is Maya going to get updated?

(i'm a student looking to buy Maya or Max in the next few months and I don't want to get stuck with an old version a couple months out of the box. Photoshop looks like it's going to do it to me with v8 (CS). Max was selling a free upgrade to 6 with purchase of 5, last i checked...)

Skippy

NUKE-CG
10-15-2003, 12:21 AM
Ok, so I'll start.

More polygon tools, most likely a edge loop split, and maybe a bridge.

A few more Paint FX brushes.

Mental Ray will support Sub Divisions(H-SubD) better, particles and volume will most likely be improved as well.

More additions to the Hardware renderer, maybe per-object based attributes.. more supported features.

Some of the better features in Bonus Tools finding its way into the product, and under support. Also.. a new Bonus Tools plugin available (via the Help menu-Alias site).

Fluids upgrade, hmm.. I'm a Complete user.. so, I'm not sure.. but maybe multiple containers can interact with another, or maybe a new fluid type for liquids might be on the cards.

Every version seems to come with a Convert addition, so I'm going to say.. Fur to Polygons.

And Sub Divisions, not used as much as normal 0-level, SMooth Proxy-like modeling, maybe Alias will actually give them more advanges.. instead of just the multiple levels of control.

UI changes.. hmm.. I think that elements are annoying to switch, of course the tab for it simply closes it, I think a toggle will be used instead.. like the Status line, and Attibute editor functionality.

That's my guesses.

Oh and Skippy, probably Xmas time I would guess.

Antonbomb22
10-15-2003, 12:26 AM
more effects with maya fluids, like interaction with air and maybe more cloth features and better control of fur/hair. i also pray for maybe faster render times? hey but if its christmas time its due out then i might get it im saving up money anyways;) :love:

Goon
10-15-2003, 03:15 AM
with XSI stomping them in subD speeds, I really hope they get on the ball there.

anoe_nomus
10-15-2003, 03:41 AM
i hope they put everything back the way it was since v. 3.0 - 4.0
but let's keep the new rendering features and change the fluid crap to particle simulation operations only... reverting back to the old releases would certainly fix many bugs in 5.0 and 4.5 (openGL... import/export bughs ahhh)

my 2 cnts :thumbsup: :shrug:

-=TF=-
10-15-2003, 03:46 AM
hope they get a mr render region 'ala xsi in there.

maybe some artisan *brush up* to handle more
polys would be nice too.

add a convert hires poly to normal/disp map function so
that one have a zbrush like workflow!

ah and a render as subd function like mayaman
provides for prman would be cool.
you dont have to convert to subd before rendering
, just apply the "render as subd" node and you will
render the lowpoly as an subd. easy as that.

and of course a complete overhaul of the poly
modeling tools (bevel comes to mind).


best,
lars

kamil_w
10-15-2003, 09:41 AM
I saw some list of new features in Maya 5.5. I don`t know if it`s valid or complete but it looks very promising and cool.

Plus, Alias showed some stuff @Sig - real-time cloth, RT hair among other things.

NUKE-CG
10-15-2003, 11:25 AM
I did a search for 5.5 information, and the only thing I found was an obvious generalized fake by some chinese "distributor".. quite funny Haha.

And Kamil, they did? at the usergroup I guess.. damn.. I couldn't make it, could you indulge further into your viewing?. I'm sure the information they gave out isn't secret anymore.

rebo
10-15-2003, 11:30 AM
More useless marketing crap and no working bevel.

cynical...

me...

...never!

safakoner
10-15-2003, 04:03 PM
I wan to more advanced character animaton tools like motionbuilder. :D

mikkermik
10-16-2003, 01:43 AM
I agree....Maya's animation tools are VERY outdated. I can't believe there isn't nonlinear animation yet.
(And don't try to sell me on the trax editor. It's terrible.)
I hope they take advantage of multithreading in the next version as well. I hate the fact that if I hyperthread my machine, Maya runs at half the efficiency.

:annoyed:

Peter Reynolds
10-16-2003, 01:48 AM
Improvements to artisan so you don't need Zbrush for hires mesh detailing for displacement mapping.

Improvements to artisan so you don't need deeppaint or bodypaint3d.

Improvements to poly tools and workflow so you don't need wings.

Improvements to subds, etc so XSI doesn't look so tempting.

If they're going to rip off some of Mirai's great ideas - please get it right and don't just half do it. (Please Mirai, make a come back.)

Melscript is a great tool, but don't use it to plug holes in the base code.

These things have been suggested to Alias by more than a few users.

Do I expect to see them? No.

With each new release, Maya begins to feel more and more like a product with great ideas, that have not been fully developed or realised. I know what rebo means about the useless marketing crap. Alias seems to be totally in "marketing mode" while other products catch up or even overtake them. I hope in the future Alias proves these concerns to be unfounded.

wgreenlee1
10-16-2003, 01:53 AM
What do you think will be in Maya 5.5/6?

BPT

Total Mray integration


everything else i can live without for now...

trthing
10-16-2003, 02:23 AM
All maya.digication.com requests except the ones already solved by BPT (which could be integrated hehe...)

crgowo
10-16-2003, 03:53 AM
One thing i would like to see is to have different sets of hotkeys for different modes. ie Modeling, animation, dynamics, and rendering. kinda like wings has different hotkeys if your in vertex selection mode as apposed to face selection mode. So when in Modeling mode have "s" for scale and in Animation mode have "s" for set key frame.

And i double Peter Reynolds lists
especially
Improvements to artisan so you don't need Zbrush for hires mesh detailing for displacement mapping.

Improvements to artisan so you don't need deeppaint or bodypaint3d.

Improvements to poly tools and workflow so you don't need wings.

Improvements to subds, etc so XSI doesn't look so tempting.

kiaran
10-16-2003, 03:55 AM
I would be happy is Alias just bought out Byron (for alot of money, cause that guy worked his ass off) and includes his poly tools in the next release.

I would love to see the improvements that Peter Reynolds has mentioned here. They make me drool...:drool:

NUKE-CG
10-16-2003, 04:01 AM
Yeah, Alias are releasing lots of new things, but are not going back and improving things which is annoying users..

Cannot blame them before, a few years ago, Alias were in a different situation, new features they can promote better, and get more users.. today.. they seem to have the biggest community, or atleast more verbal than 3ds Max nuts.. so Alias will now have to switch from 'Attracting users with more features' to 'Keeping users with improved-apon features'.

I wish Alias luck, and hope they never stop listening, because when they do.. we are all going to be in trouble ;\

crgowo
10-16-2003, 04:09 AM
I would think ,if they stop listening, they would be introuble.

varomix
10-16-2003, 03:22 PM
I think mayas UI it's very stiff, more flexibility here could help a lot and also the ability to have more view ports.


tenx

thematt
10-16-2003, 04:48 PM
One thing i would like to see is to have different sets of hotkeys for different modes. ie Modeling, animation, dynamics, and rendering. kinda like wings has different hotkeys if your in vertex selection mode as apposed to face selection mode. So when in Modeling mode have "s" for scale and in Animation mode have "s" for set key frame.


zzHotkeySwap v0.1 will do almost exactly that, so it's no bother adding it again.

cheers

cgartists
10-16-2003, 07:13 PM
well. I would like easier character animation, faster rendering(than mental), faaaster fluids(editing/rendering), easier body texturing, more anaergy and time to work on Maya, and something extra that will prove my belief that Maya is best of all 3d packages. :)

It was always the best, It is the best for me, and it will be.
http://www.lemoorek.republika.pl/alias.gif

Have a good and creative day!!!:thumbsup:

nottoshabi
10-16-2003, 08:21 PM
Ok I have to jump in on this one this is a good thread.

My 2 cents...

From my experience, is that Maya just does not care anymore they got their market and they know that no one will switch. Maya's strong point is the ability to fix anything by scripting. You want to render you got Render Man. What else do you want?

Every major company that uses Maya, has an army of programmers working round the clock. The only people that suffer are us the little guys that can't create a scene throw code. And that’s only 25% of the market the rest are doing fine. Also Maya stock is falling witch is bad cause less money for R&D. I have also heard a rumor that Steve Jobs is entrusted in Alias.

I hate the fact that Maya has come down to this, I have to live with it every day for 10 hours a day. Its not pretty but do what. Change software? Its not worth it I rather learn to script. At least I know things will work this way. Maya is the only software on the market that offers everything at an equal level you just have to know what you r doing. So to answer your question.

What I would like see Maya add to the new version? I say make everything work before you integrate something new that has more bugs and takes more time to figure out how to get around the bugs. And can they please put more time into that render engine. I hate having to render throw Render Man. :annoyed:


Just my 2 cents….




:wavey:

Dargon
10-16-2003, 08:50 PM
My 2 pence -

1st off, I have used XSI's ultra - fast sub-Ds. Maya has those as well, in 5.0 - it's called Smooth by proxy. Don't get me wrong, XSI is an impressive piece of software, but Maya's Sub-Ds are far more robust, and far more of a surface unto themselves. XSI's is just a poly cheat - a good one, but just polys.

My wish list - a small one:

Better answers to soft selection

Lattice FFDs in the UV editor. That would save me yonks of time every day.

Rick Flowers
10-16-2003, 09:14 PM
Well this is a very interesting thread, I like it..

Maya is the best all-around tool no doubt already-

I think the best move Alias|WF can make, is to enable more usability in the free educational version, Personal Learning Edition...
It's all about the community- if Maya dominated the market, then they would make more money, thus have more R&D, thus implement new features and improving on older features at the same time.

Personally, I think it is more important to FIX things, than to add new things with new bugs- you don't want to add more problems than there already are.

I also agree, that Renderman is a problem in itself, as it functions as the ultimate complex solution to Maya rendering!
Alias needs to put everything they got into their renderer(s) judging by what people have been saying in every forum and review on the planet.
Maya has a reputation for being all-inclusive, yet it's best renderer was developed by a third party! (pixar?)

Personally I am very happy with Maya as a novice user, and will probably see where things need to be improved in the future- Right now I just think Alias should continue to listen and expand the community- with great numbers come great power. :beer:

1000101
10-16-2003, 09:15 PM
I personally don't care if its a "poly cheat" as long as it gets broken down into micro-poly subd's at render time. The workflow required for maya subds is very archaic and seemingly a workaround from another era.

though I did just get a nifty idea for something to try.

On a side note; I'd expect to see maybe more of the bonus tools integrated into the core package; and the rolling in of a few more MEL scripts.
probably a few tweaks on the mray connection
and possibly some fixes on their IK/FK swittching system (which utterly sucks and likely allways will)

I don't expect much

onlooker
10-16-2003, 09:59 PM
I have one request for the next version. Have an OS X version of Unlimited.

That alone would make me happy. :)

Dargon
10-16-2003, 10:26 PM
Originally posted by 1000101
...and possibly some fixes on their IK/FK swittching system (which utterly sucks and likely allways will)


Actually, they have gotten much better in the last few versions, going from having to do your own tricks, to a boolean operation, and now in the latest, a keyable 0-1 float, so you can more freely mix between the two. It's not so bad anymore.

The trax editor has got to be improved a whole hell of a lot, though. In theory, it could be the most useful tool for say, a games company, who has to do tons of runs, runs with guns, runs with sticks, etc. But, it's so badly implemented, it's more work to use it, than to not use it. It will never be as good as XSI's animation mixer, since that's the central part of thier program, but it could at least be good enough to be worth using.

NUKE-CG
10-17-2003, 07:23 AM
I know one thing for sure, Alias will lose a lot of respect if the Mental Ray connection isn't incredibly fast, stable, and an effective renderer.. the next release being Alias's 4th attempt.. if things are still missing.. I think Mental Images themselves will start getting annoyed, as I've noticed peoples opinions on Mental Ray dropping, most likely because their experience with it through Maya.

I am glad that mRay was added.. the Alias chaps are good, but.. they just couldn't make a good enough renderer, I use it more than Mental Ray still, but.. I want that to change.. I really want to see a near-perfect connection between Maya|Mental Ray, so rendering workflow is clearer, instead of.. 'Need a pass from Mental Ray for Hdri, particles in Hardware renderer, this done in native.. etc..'

Trax is indeed a wounded editor, I don't animate a lot, but I have talked to a few animators which I really respect, and they cannot stand it.. so something is seriously wrong in that regard.

Not enough attention is going on viewport features, like.. hidden line for subDs(polySmooth), viewing bumps, specular maps, and in-viewport rendering.. and they are not making their Sub Divisions useful enough, and pushing away the reason for people to use them with every release that they don't update them, they should at very least.. port the tools from normal polygons into it.. a unity HAS to be done soon.. or that Edit Polygon menu is going to get bigger, and the Sud Divisions is going to stay the same, and become redundant.

DeathBrain
10-17-2003, 08:31 AM
I just need one more thing from next version of Maya :
Speed up standard software rendering times :)

crgowo
10-22-2003, 01:29 AM
oh ya and rich pixel format or .rpf render out support would be nice. Would make compositing in combustion alot easier. Since it crashes alot, for me at least, with iff files.

Mikkel Jans
10-22-2003, 07:31 AM
I would like to see these tools in the next Maya release...

http://www.peranders.com/c4d8/ms/

ToFu
10-22-2003, 08:54 AM
1. Do something about the Painting weight; those weight normalization issue and component editor are evil!

2. Robust bone system (messiah)

3. ability to hide components in a same mesh; ex) select faces from the back of the head model, assign them to new layer to use layer abilities without affecting front part of the head. (Max can do this)

4. speed increase in viewport so it can handle high-polygon model much faster.

5. improve 'Cloth' and 'Fur' system so it is actually better to buy Maya Unlimited than Maya complete with 'shave and haircut' and 'Syfelx'

6. make everything better than any other 3D programs. because I don't feel like learning anymore new softwares than I already am and spent money on other programs to do certain jobs that Maya lacks. ----> ok. this is just wishful thinking but if it ever does...:drool:

3djoe
10-22-2003, 02:40 PM
I would like to see Maya 5.5 be a free update from 5.0 since I am getting real tired of the .5 updates that really dont add much. and lower thier maintance price to be more in line with the others. (Max $390.00 Maya unl $1700.00:wip: )

OH yes and add softselection and better poly tools.

:shrug:

SheepFactory
10-22-2003, 04:37 PM
I started to write some suggestions , than realized that we are dealing with a company that couldnt fix the damn bevel since version 1 so there is no way my suggestions will make it in.

crgowo
10-22-2003, 04:39 PM
Originally posted by Sheep Factory
I started to write some suggestions , than realized that we are dealing with a company that couldnt fix the damn bevel since version 1 so there is no way my suggestions will make it in. :applause:

ThirdEye
10-22-2003, 05:28 PM
Originally posted by NUKE-CG
I know one thing for sure, Alias will lose a lot of respect if the Mental Ray connection isn't incredibly fast, stable, and an effective renderer.. the next release being Alias's 4th attempt.. if things are still missing.. I think Mental Images themselves will start getting annoyed, as I've noticed peoples opinions on Mental Ray dropping, most likely because their experience with it through Maya.

I am glad that mRay was added.. the Alias chaps are good, but.. they just couldn't make a good enough renderer, I use it more than Mental Ray still, but.. I want that to change.. I really want to see a near-perfect connection between Maya|Mental Ray, so rendering workflow is clearer, instead of.. 'Need a pass from Mental Ray for Hdri, particles in Hardware renderer, this done in native.. etc..'

Integrating Mental Ray into a 3D program's not exactly the easiest thing to do, it took years to Softimage to have a perfect integration into a NEW product like XSI, don't expect that happening so easily in an already established program like Maya.

NUKE-CG
10-22-2003, 11:23 PM
Originally posted by ThirdEye_01
Integrating Mental Ray into a 3D program's not exactly the easiest thing to do, it took years to Softimage to have a perfect integration into a NEW product like XSI, don't expect that happening so easily in an already established program like Maya.

Oh, no doubt.. I just think they could have done a better job upto now, it goes with the whole New stuff instead of fixing old things argument, Mental Ray is not capable of rendering a lot of things still, not little things, but 2 of 4 Unlimited features, and numerous other features, they have done a good job, but I don't know.. I kind of expected more for 5.. maybe this has been cleared up next release.

dudeguy
10-23-2003, 12:32 PM
I'm somewhat new to maya, but here's a few things that get on my nerves and I would like to see improved upon.

1) Overall better manipulation of centers
The ability to choose between manipulating off a working center and the object's true center.
Center to Vertices(or components) tool.
The ability to rotate your center would be nice.

2) The split polygon tool
I find extremely slooooooow and primitive, seeing as how this is probably a very commonly used tool, you would think there would be some more options and power to it. How about something that lets you just select 2(or more) vertices and then you just click connect to create an edge? Rather than having to always draw/snap point to point to create an edge. Adding to that, an option as to whether the new edge will be soft and hard, for example when you are doing organic work, it's slow to keep drawing edges, then having select them again and go soften harden, if you are trying to form your shape quickly.

3) Instances
How about a different icon?
Is that so difficult? How are you supposed to know the difference, unless you remember or name them and even then, it's easy to lose track when you have a huge scene, seriously a different icon can't be that hard for them to implement.

4) The built in renderer
Where do I start? So far from what I've seen, is extremely weak, I found it hard to believe that they just introduced wireframe render capabilities in 5, how long has Maya been out now? It only took 5 years for them to realize people would want to do this? Cripes.

I know there's probably workarounds and scripts for some of this stuff, but still, these are very simple things that I just thought would naturally be part of this relatively new 3d program or maybe I'm doing things completely wrong. Anyways I'll add more to this later.

visualboo
10-24-2003, 03:48 AM
Originally posted by Sheep Factory
I started to write some suggestions , than realized that we are dealing with a company that couldnt fix the damn bevel since version 1 so there is no way my suggestions will make it in.
HAHAHA, Ali. That was perfect.

safakoner
10-24-2003, 08:40 AM
Originally posted by DeathBrain
I just need one more thing from next version of Maya :
Speed up standard software rendering times :)

I completely agree

NUKE-CG
10-24-2003, 12:38 PM
Interesting, a couple have people have stated they want Maya's renderer worked on..

I would think everybody would rather have Alias drop dev on that, and focus 100% on Mental Ray.. I just see it having far more potential, ad pretty close to being usable uncreasingly.. my outlook on it atleast..

belly80naz
10-24-2003, 02:03 PM
more file exporter.

Why 3d studio max is the best for videogames?

Why maya can't export for games directly??????

DeathBrain
10-24-2003, 04:22 PM
Originally posted by NUKE-CG
I would think everybody would rather have Alias drop dev on that, and focus 100% on Mental Ray.. nooo pleasee...:cry:
Me and my company still uses/loves Maya render for large architectural scenes, btw i just want Maya has (pssst...those Max scanline render engine) :D

DeathBrain
10-24-2003, 04:24 PM
Originally posted by belly80naz
Why 3d studio max is the best for videogames? Cause that is their main target market (imho) :)

trthing
10-24-2003, 05:59 PM
Originally posted by belly80naz
more file exporter.

Why 3d studio max is the best for videogames?

Why maya can't export for games directly??????

Get the free DirectX exporter, free fbx plug and you are set for games. Or buy Polytrans: all formats you may dream of...:thumbsup:

safakoner
10-25-2003, 08:26 AM
I want to a REAL SYMMETRY. I can't use "Mirror Cut" on smooth proxy objects. :scream:

uschi
10-25-2003, 01:00 PM
i'd like to have an improved nurbs modelling, working round tools and a simple system to directly model with nurbs patches (spline modelling e.g.)...

and for all those poly-yellers.... there are so many very great plugins and scripts so itīs no need alias integrates all of them (campare with lightwave or max those apps are build up on plugs)

...ah i like the xsi idea with an integrated compositor - before final rendering (or the whole seq)

..mRay is great but debug the crashes on nurbs rendering

..and iīd like to have some more plug in renderers - may be some of the max ones

but all together maya is the pretty best all in one tool out :)
alias you did a good job since iīve started with PA 7 something.... keep on and donīt sell your self to mr. jobs - i donīt like the idea to convert to apple sytems to work on...

the_zed_axis
10-25-2003, 09:01 PM
i am a part time 3d er . I have worked in 4 different companies over the last 3 years. i started working with 3ds max 3 it sucked big time it relied too much on plugins to get anything done My next job hooked me on to maya 4 it was a vast improvement over max with its inbuilt cloth and pfx then came maya 4.5 which was an improvement but then i got another job which lead me back to max this was version 5 it was awesome all these ultra cool tools had been added on but still relying toooo much on plugins The company i work for now uses both max and maya and i prefer to be on a max seat for its quick render and character studio .Maya is nevrtheless a very powerful software but you would need atleast one inhouse melscripter if you were to get it run at its full potential

So for maya 5.x i would love to see better native rendering with some kinda customisable settings for caustic and gi solutions so a few clicks and we have a gi test render setup

a basic character studio setup

and as previously mentioned

better texture painting so we dont use bodypaint or deep paint

It seems maya has all the tools but they are really half baked

so i would like some cookies next time not dough with sugar and chocolate added to it.

womanonfire
10-25-2003, 09:29 PM
better 3d texture painting!!! i think they could make something very cool with what they have && let us paint textures in the UV editor window for goodness sake.
better alias supported import/exporters!! especially the .x format beacuse, don't know if you've had to use the free one but it is not so well made.... and its like the one format i have to export all the darn time.

NUKE-CG
10-26-2003, 12:54 AM
Yeah, the painting tools are good at the moment, but they could be so much better if Alias just worked on them a bit..
Making the PaintFX canvas more into a mini-Photoshop, now I know building in a 2D paint solution would be a redundant move because a majority of users have a paint package on hand as well, but having in-Maya painting tools for direct editing of texture maps, from painting on the canvas in layers, painting in the UV Editor, or painting in 3D.. updating the viewports to display bump maps/normal maps would open a lot of doors as well..

Kabab
10-26-2003, 04:01 AM
Actually Alias has a very very powerfull set of drawing tools in Studio, have a look you will be suprised.

But i don't think they will ever make it into maya and if they do it would only go into unlimited as so Maya and Studio don't start to become competative with each other.

Ronald
10-26-2003, 05:18 PM
concerning the maya renderer and dropping it for mentalray:

i had the chance to talk to an alias guy at some show, and we talked about that topic. what i understood from this conversation was, that alias will never drop the mayarenderer because studios or people which can buy mentalray licenses must be able to render on multiple computer which can be done with the maya renderer... somehow...

so i guess the will always try to keep the mayarenderer up to date, so it can do almost everything mr can do. hopefully they will chang their mind sooner or later, but well...

ronny

NUKE-CG
10-27-2003, 12:49 AM
Talk about splitting resources :annoyed:

webster
10-27-2003, 09:04 AM
Just as note:

http://www.softimage.com/home/Promo/default.asp?src=bfQ4free

XSI-prices dropped 4000 US$

belly80naz
10-27-2003, 09:43 AM
Originally posted by trthing
Get the free DirectX exporter, free fbx plug and you are set for games. Or buy Polytrans: all formats you may dream of...:thumbsup:

Where I can find this DirectX exporter? Is it in the Highend3d site? If yes, it isn't what I want; I want an exporter for Quake3 maps and character or Medal of Honor maps and character exporter, where I can find it? I found it for Quake2/3 but it work only for Maya 3 (not for 4.5 and 5).

DeathBrain
10-27-2003, 11:18 AM
Originally posted by webster
XSI-prices dropped 4000 US$
Geee....what is their doing...?? :eek:
Something serious happened with XSI..? :hmm:

NUKE-CG
10-27-2003, 12:04 PM
Yeah, but before you know it they hike the price back up to the normal expensive figure, half assed effort by Softimage.

DeathBrain
10-27-2003, 01:36 PM
Originally posted by NUKE-CG
hike the price back up to the normal expensive figure, half assed effort by Softimage.
Ahhh...i seee....sounds like a market strategy...:)

RichSuchy
10-27-2003, 01:50 PM
I would like to see

less and less work done to Maya.

Why?

Because it would suggest to me that they are spending more and more time on the Successor to Maya.

Mel is great, but in my estimation, the base code needs a thorough overhaul before they can bolt on all the newer tech and have it run well.

Also I would like to see shifting from sub-d and poly modes be more transparant and for selections to be retaqined for further editing in the new mode.

I would also like to see a move component mode that would assume the selection of the component clicked, for the purpose of moveing it. like hitting "m" in xsi, or like Lightwaves vertice editing mode.

However.... please keep the ability to use animation tools to model with and modeling tools to animate with.

Maya is still the most powerful option in my opinion, but its component editing tools take too many steps for optimal editing speed. At least out of the box...

There are some great propriatary work arounds.

crgowo
10-27-2003, 01:50 PM
Well it says on their website that its only good till dec 22. Its not like they are saying they are dropping the prices, and everyone thinks its permanent. Then raise the price later. Its clearly stated on their site. Its just a sale promotion like everything in practicly anystore does every now and then.

trthing
10-27-2003, 02:38 PM
Originally posted by belly80naz
Where I can find this DirectX exporter? Is it in the Highend3d site? If yes, it isn't what I want; I want an exporter for Quake3 maps and character or Medal of Honor maps and character exporter, where I can find it? I found it for Quake2/3 but it work only for Maya 3 (not for 4.5 and 5).

I mentioned that one, yes: it fits my needs while exporting to real-time engines that support DX standards.

Maybe Okino Polytrans will help you, but it is expensive, nonetheless. :shrug:

mirkoj
01-21-2004, 04:37 PM
I would really like to see how long rendering will last when I start batch rendering :)
I miss that since 3dsmax few years ago when I switched to maya :))))
Frame time and total animation time.. stuff like that :)
Maybe there is a plugin for that? :)

MasonDoran
01-22-2004, 09:40 AM
here is one you guys should like...Maya 6 will have full .psd support....what that means is a you can hook up a .psd file to a shader....and you can assign the different .psd layers to the different attributes of the shader! sounds awesome or what! Practically eliminates the need for a layered textures!

MasonDoran
01-22-2004, 09:43 AM
Originally posted by womanonfire
better 3d texture painting!!! i think they could make something very cool with what they have && let us paint textures in the UV editor window for goodness sake.


you can already do this since a LONG time...you can use ANY paint effects brushes and their textures and paint them on any texture map. Just play around a bit more....

womanonfire
01-22-2004, 09:52 AM
i know what is currently possible, the key word here was *better*
what is there now is seriously lacking in flexibility and usefulness. and no you cannot paint in the UV window and no when painting in canvas mode there is not more than one undo and no there are no layers. layer texture node has some bad limitations if you are trying to paint within the maya program itself. the color picker and brush choosing system is a disgrace! not very nice to use if you are seriously trying to paint a texture.
with such a sophisticated artisan system they could make Maya a really great 3d texture painting tool... but it is sure not there yet.
if they would integrate what they have, even just that, so that 2d paint and 3d paint and paint effects and uv editor could play nicely with one another...

MasonDoran
01-22-2004, 09:59 AM
and yes...Maya 6 will have a soft select/transform tool and they claimed to have fixed the bevel tool....

i noticed a lot of complaints/wishes in this thread that reflect more on the ignorance of the user and not the app. Maya is completely customisable...to the point where you dont need drop downs or even a menu cus everything is in a context sensitive marking menu. No other 3d app is capable of this level customization.


2 tips: maya has all necessary viewports...they dropped the left/right top/bottom viewports because it speeds up the UI...but if you want them they are all under View/predefined bookmarks....and then of course you can put those in your hotbox if you want. I just use a script from highend that will flip the side or top camera....keeps my hotbox uncluttered.

-do a search on how to create context sensitve marking menus. i have alt+x mapped to extrude vertex/edge/face and "k" to scrub animation/ insert isoparm/ activate knife tool.....i have "l" to select edge loop, or select UV shell, or select the outline of poly face selection...also learn how to double your hotkeys by using either LMB or MMB to bring up a different marking menu. Another example is hotkeys that are mode sensitive....ie: in modelling mode "s" brings up the sculpt tool...in animation mode it sets a keyframe.

MasonDoran
01-22-2004, 10:04 AM
Originally posted by womanonfire
the key word here was *better*


granted it could be improved but i doubt it will ever compete with the resources that photoshop provides which is probably why they are integrating their shaders with .psd layer support into their next release.

Technically, i can imagine it to be a lot more resource efficient to integrate Photoshop like they are doing Mental Ray then having to write everything up themselves.

i am sure that sounds exciting no?

The leaked beta files mentioned a High quality interactive shading....so seeing bump maps, shadows/ lighting in realtime will be there ...

PixelVampire
01-22-2004, 11:11 AM
Any dates? I want to get a private license but I ain't buying 5.....I want 66666666666666666666666666666666

MasonDoran
01-22-2004, 12:38 PM
nothing official....but to be competitive Alias has to realease yearly or even every 6 months....

so expect something in Spring i suspect

Kabab
01-22-2004, 12:53 PM
Originally posted by 2byts
granted it could be improved but i doubt it will ever compete with the resources that photoshop provides which is probably why they are integrating their shaders with .psd layer support into their next release.
As i said before they already have a very complete drawing package inside Studio Tools i doubt it would take much to get them into Maya.

elvis75k
01-22-2004, 12:59 PM
@womanonfire: i know you.. I prefer to paint in fakeCanvas! How? Get a poly plane + automatic texture + topCameraView + assign new texture as big as i need + paint with brush stuff... he..he how many undo you need?? go to user preferences and take a deep breath!
:wavey:

womanonfire
01-22-2004, 01:12 PM
hey :wavey:
good idea Elvis75K!
but its just an example of ways users have to subvert a broken tool in order to do something which should be built in to work properly.

Kael
01-31-2004, 02:34 PM
mel script generator... like flash has for action script... with all the help reference and debugger and those helpful colors that tags get in programs like flash or director... well just an idea

Rick Flowers
01-31-2004, 05:42 PM
I want them to get Mental ray working perfectly and smoothly.

I say:
I want them to get Mental ray working perfectly and smoothly.

boboroshi
01-31-2004, 06:17 PM
Originally posted by onlooker
I have one request for the next version. Have an OS X version of Unlimited.

That alone would make me happy. :)

Oh yes. I love me some Syflex and "Shave and a Haircut" but oy! it'd be nice.

And integrate the connectPoly and Fac Split tools from Highend 3d (and pay the guys who wrote them)

And easier (3ds max like) key entry tools.

And even if they're third party or not available inside the package directly, a vast library of PFX.
\
If you think about it, the "Bonus Tools" was in almost a .5 release. I'd like to see those integrated under the standard menues in the enxt issue

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