No Maya 2019 at Siggraph 2018?


#6

This is the part of the release cycle where they realize the base isn’t growing anymore so they slow down development.


#7

doesn’t make sens what you are saying here, now they are more in a state of mind “it’s ready when it’s ready” like Arnold, which is good.
No need to rush like before to have maya on a very specific day.


#8

I must say I admire the positiveness of Maya users.


#9

i must say i was one of them, but after more then 15years of using maya i have stopped, took me long time ago to realize that nothing will change,

This is the same thing like with apple phone users, they will never stop using apple phone, no matter how much are the phone storage limitations, and they will never add an sdcard slot… :smiley:

and the only think i cant forgive myself is why i didnt stopped using maya earlier…


#10

honestly, i really don’t give a shit about the software i use, i also don’t really understand these weird relationship some people have with their software.
positiveness came when i saw things factually changing in the right direction.

The new stuff they are adding is really great, after the rewrite of the UV tool maya probably have now one of the best if not the best uv toolset compared to other dccs.
Xgen and the interactive grooming is simply outperforming any grooming hair solution on the market with the GPU acceleration etc.
So yes things are changing in good way, it’s just a fact that’s it.

Things change all the time, softwares will not always evolve in linear manner, a new software or new tech pops out and your favorite soft is already outdated on some part and will need a rewrite to catch up.


#11

Good luck!


#12

VFX artists may find Maya to be counter-intuitive, especially compared to Houdini. Though Maya is now quite great for generalist artists. And It will probably get better in the future, too. I’ve been using Maya since 2001, for the last 3 or 4 years, I’m simply a happy Maya user. The Arnold integration, Sculpting tools, MASH, XGEN, NEX modelling tool kit, UV toolkit, Bifröst, BOSS, etc. List goes on. These tools are quite artist-centric, easy to use.

If you are a maya artist, I don’t see anything to worry about.


#13

You certainly have not use any other tools . :wink:


#14

just for fun, what are you using?


#15

ok just saw that you are using Max LOL


#16

well there is now around 46 under review.
one of it is “improve construction history” and “Boolean toolkit”
and most of it related to modeling stuff. if they manage to improve the history and make it similar to max or softimage as long as non destructive workflows, this is will be a big change for modeling.
and same goes for Boolean since Boolean didn’t have any updates for years.
“Type to find tool or command” already accepted wish mean the next release will be there not 100% sure.
so hope Maya 2019 will start to focus on adding new features.
https://forums.autodesk.com/t5/maya-ideas/idb-p/968/status-key/2


#17

Booleans got a new core in 2016. It does use the same library as blender and all the other. And the developers of MASH did a good UI for it.
https://www.mainframe.co.uk/products/bool

and a free one…


#18

here is also a video from them showing a non destructive boolean and bevel with a layer interface.
(you could do this stuff already with soup for instance but here you have an easy and good interface with a layering workflow)

https://www.youtube.com/watch?v=5MpnEmCwHpQ&feature=youtu.be&t=1m51s


#19

I also have used Maya and Houdini. :slight_smile:


#20

Well, I definitely favor Maya. This wasn’t meant to be a complain post. At all. Just curious.

I don’t care if they release the next one in 2020. My ability to do what I need now has been pretty consistent in Maya and for that I will continue to use it.

With the Unfold 3d and HumanIK systems added I get more what I need inside of Maya without having to jump to another software.
Mash was gravy and so was BiFrost.

I do the typical Zbrush, Substance, render engine of choice, like everyone else now.

The vfx world has become quite homogenized. It is always fun to see new developments in the big apps like Maya and Houdini and also to see how much better the render engines and modeling tools have come every year, but it is all just frosting now.

The primary stuff has been good for the crafty thinkers for a while now.

The only people complaining now days about features are those who want a “push this button and an entire proxy forest with a pre rigged character pops out” kind of people that would have never figured it out otherwise.

Though I must say that demo they showed a couple years back with the sculptris type of model test with the tree and cliff was intriguing. I wonder if that will see the light of day?


#21

yeah true, probably a generation thing.

Regarding the video we saw few years back on the sculpt i really don’t know what’s the plan, it’s like it was their first intention making mudbox into maya but after rethinking the thing they decided to continue on mudbox after they almost killed it.
So i don’t really know whats the plan on this part, strategically having a dedicated app is maybe better for them cause it will profit both maya and max.


#22

This is bang on. I would however like to see better performance with scan data. When you see how Clarisse and Katana just laugh at polys, it would be great to have some of that power in Maya with out caching. Same for selecting and deleting faces on scans.


#23

Oh for sure, there is room for improvement in Maya in all kinds of little areas. I still am a little bit miffed about the default openGL mode.

One thing I’ve always wanted was a more simple way to pick UV maps. I think it should have always been on the texture locator node at the end of the file node/image loader. It lets you set the offset of the UV, the rotation of the UV, if it mirrors or repeats, and yet you can’t just put the choice of UV map slot in the same window with a drop down menu? No? Have to have the Uv chooser node?

I’m glad they added a way of seeing the keyframe curve path that you can edit in the window but feel that should be a default mode anyways.

Overall though, Maya has been my App of choice for around twelve years now. I used Lightwave, 3DsMax, Softimage XSI quite a bit as well since 1995 and added modo to the mix along the way. Maya is just the one that survived as the one that became used more often at more fx facilities from 2006 onwards and just the one I like the best anyways. Even though I like the Houdini node recipe method I still prefer rigging things in Maya much better than any other platform.

With Redshift it is like a freebee at home studio.


#24

I’m a little bit concerned about maya - I’ve also been using almost exclusively of 18 yrs and I’m attached to it because it represents an investment in my time. Some ops like to play with new buttons while others like a tool to get a job done - I’m the latter. I’ve also been critical of autodesk because there is so much unfinished business in there Fracture is unstable the viewport 2 was badly implemented and unusable for my work but at the end of the day I learn the limitations and get it to work.

My concern with a late release is that it might be getting wound back - I’ve been investigating some plugins for an upcoming project and they are all late with trial versions for maya 2018 even though they have Max. FractureFX, FumeFX and Redshifts plugin for shave are all behind even though they are available for Max.

Seems like a trend


#25

oops - Shave is not available for max as it was integrated years ago, so redshift being late is not a conspiracy. Apparently redshifts plugin for maya/ shave will be fixed in the next update - 2.6.21.