Why maya will never have a working history stack are freeze transform, double transform, turn off/on inherit transform , temporary fix of world to local space gives scaling issues , no convert instance with history to new object


#1

hi cgers

why maya will never have a working history stack are mayas working method of freeze transform, double transform, turn off/on inherit transform , temporary fix of world to local space gives scaling issues ,
…surfaces that are flipped on creation…unable to access face vertex selections on doing poly edits,
unable to access boolean intersections edges automatically

AND no convert instance with history to new object with its own history stack…surfaces that are flipped on creation

might seem rediculous for the leading vfx software, but nothing they say can escape those simple facts.

any attempt to run a cad program with full history stack, or houdini or 3dsmax or cinema4d or blender
with the same limitations as maya would mean their all be it limited history stacks in all cases would fail as well

a learners perspective.


#2

stress again its not really a dis against the programmers, i respect coders i could not do it…more its getting the software in for say learners etc and those who wish in the future maya to be a good parametric node based program,

currently the node editor is lets say clunky and slow because of all the above issues…
a lot of the gripes above arent accessible at all in the node editor

its like what you take for granted in other programs in the modelling realm, involves a convoluted workflow
whose real effects are a basic lack of speed at modelling.

attempts such as bifrost seem extremely technical more so than even houdini,…

but in doing so misses houdinis clarity and ease of use at least in nodes offered and node chart flow,
houdini misses the point often as it refuses to offer packaged sets of nodes ready to go for the user,
houdinis indie not compatible with houdini commercial approach is dumb as learners cant use what they have learnt.

i accept completely a novice in houdini will fail to do mash stuff at all…
but i cant get mash to do fit a extents of face panel and control rotation at all…
whereas blender and houdini can.


#3

oh well stick to the advice in previous posts

https://forums.cgsociety.org/t/groups-double-transform-and-history-stack-nodes-for-extrude-along-a-curve/2053604

and
https://forums.cgsociety.org/t/poly-extrude-curve-double-transform/1665466/3

clearly cant remember this sort of stuff

thanks again for help given by all

i still think houdini and 3dsmax are better with the history stack and nested groups and instances
but can see maya power users have their methods… i find it strange i can do it easily in houdini and
3dsmax but struggle in maya…the point about wether you can be truly parametric in polys is
completely fair, changing polycounts stops any parametric approach especially regards subdivision
and smoothing of surfaces and adding detailed cuts, nurbs wins that one.

it could be done in polys but needs a re hink of how poly surfaces are defined, a surface and boundaries,
not faces.


maya approach is:
all paths profiles set to local not worldspace, freeze transforms on scales
when put in a group the surface will have its inherit tranform automatically switched off by maya switcch back on,
before doing any group moves,
scale only using top group node

if you boolean afterwards the surfaces accessing the parts that made up the boolean and there history very difficult not sure at all, same problem accessing any fillet/bevel at their intersection.

now i see why houdini or 3dsmax better