no. no. yes or sorta. You can pose something and reposition it in Maya/MB but by that time you could have done it in EIAS. MotionBuilder is geared towards mocap editing and keyframing. MotionBuilder needs a minimal skeletal setup for the drag/drop full IK rig. EIAS doesn’t export FBX setup to MB yet. That’s the second reason I use Maya. First was I needed UVs. I wanted to know it, but I couldn’t force myself until I had absolutely had no choice. I need full texture control in my EI production. I researched several options for UVs that just didn’t pan out. I had to use Maya for UVs and I didn’t want to make a lateral move toward in mid-rune software that was not a wide standard.
Also, I tend to agree with what Brain said about starting afresh in animation. If your a college person looking for a fulltime career in CA, it’s Maya or SI and maybe Max for games.
It’s was a bit of a hard call for me. I struggled, deliberated, battled to wits end with my decision to use Maya even to sheer bufflement for years. I liked my FormZ and EIAS work. I was getting things done immediately in EIAS as oppose to starting a learning curve anew with Maya. I have lots of breakthoughs with EIAS and I never felt that I used EIAS to it’s artistic potential and I didn’t want to let it go until I did. I still do feel like I have. Back and forth, back and forth. I came to an utter and complete stallmate about transitioning.
I’m happy that I waited till I fully understood most animation principles before I included Maya into my pipeline. Learning the principles of modeling, rigging and animation in EIAS was awesome for me. If I was just learning, I would rather learn this in as smooth and simple an interface as possible just to understand the concepts.
Looking back, I don’t think I would do any type of sophisticated rig at all. Just the super simple super fast Fred Merlos IK rig. Only enough to get my animation done. Who cares what the rigs look like as long as I can animate with it. I 'd go after just fun animation.
To me, now, Story is king. Period. Nothing else. Not a rig, model or UV paint. That stuff is geekism. Yes, iGeek, but in it’s proper perspective now. Story is about telling something. That’s former EIAS user, Keith Lango influence talking I guess. Animation itself is just a tool telling a story, so is software. Nowadays, I don’t see much difference than a pencil and software. Money and functionwise, Yes, but artistically…no. Most Disney animation is better than most computer animation. Disney/Pixar, disqualify.
It’s funny, as John Lasseter says, no one credits the pencil when an artist does a beautiful drawing, but when the artist have a computer, people says it’s the computer that did the beautiful art. The first thing animators want to know is what software did you use, as if that’s what did it. Does the clothes make the man?
EIAS is just as good of a tool as any to tell a story. It’s sad, lots of animators think you’re only good base on what software you use. I think schools should not let any student touch a computer until they can animate with a pencil. The more I learn about computers the more I realize how valuable a 10 cent pencil is.
Yes, we all like cool effects, but what is it without a story? Ok. Enough, at least you see why it was so difficult for me. If I trully understood this epiphany back then, I could have a film done but the time I finished mulling over what to use to do. I was so flustered I finally asked Keith what should I use? One line response, “Oh that’s simple, the one you know”. I had the cart before the horse. Film is not about the cool tool. As Glenn Keane, said " Animation is not moving drawings, and Animators are not about making drawings move. Animation is about animator making drawings that move people’.
I see Maya not as some magical Zen state of being as it is often projected by it’s mytical magi users but simply a tool with certain features. Do I need those features to do good animation? No.
Then why do I use it? One, For the base line features that would complete my EIAS pipeline, a standardize interface and modeler and UV, and FBX. One day I want muscles, cloth, jigglers , whizzer popper and bangers in my character. It appeals to the techie geek in me. A cool tool to explore.
Also, I would like to walk in a large studio if I had to. Lastly, why not learn it? That’s right. Just something to do.
What actually made the decision is UV’s. then EIM dying didn’t help. Instead of learning another SDS modeler that wasn’t the state of the art, or lateral step, I finally took the Maya plunge.
MotionBuilder and Maya arent the same, because if they were, Alias wouldn’t own both. I only got into MotionBuldler because of the EI beta program was developing FBX. I was using FBX with UVs. Then I found out what FBX was really for.
First I took a small look at MotionBuilder and it hit me. Full Body IKs with in moments.
Here’s the difference Maya can do what MotionBuilder does, but not visa versa.
Motionbuilder does rigs, mocap, facial animation and keyframe. Maya does that but also everything outside of the rig, like effects, hair, fur.
Like Brian said, MB and EIAS is a heavenly match. Toss in Northern Lights and you have all bases cover. Maya would be a little rendundant except for UVs. I don’t render in Maya.
Maya and Motionbuilder? Yes, if you want to go “DEEPLY” and I mean deep into highend character productions and studios. Going into very elaborate rigging and technical effects productions is also the very problem. It’s more work, time, studying and manpower.
If youre starting out and want to start your first movie in a month, EIAS. if you are just starting college and want to get a career, Maya. If you are one manshop and want to get work done fast, and look good put food on the table as a independent EAIS. If you plan to conquer the world with the newest CG breakthough…Maya. Maybe.
If you want to do good art. It’s doesn’t matter. You can use Photoshop, a pencil. smurf 3D. popsicle sticks.
