No Maya 2019 at Siggraph 2018?


#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.


#26

also fractureFX is not available for max
who are these people that still using shave, this plugin is so outdated


#27

well - I used to get good results from it, be it a while ago and I saw it had a new addition so wanted to test it out - I like redshift and renderman so unfortunately its a bit of a problem to implement and not offering much more than genx - anyhow not really in this thread