I've been working in the VFX film industry for 25 years now. I've been using Maya since 1995 but with the release of Blender 2.80, I made the switch and I'm now fully committed to Blender! You can see the projects I worked on on IMDB. https://www.imdb.com/name/nm0727947/?ref_=fn_al_nm_1
13 Comments
b2przemo on
in SW series I've never read the whole intro text ... in Your vid I've rewind it to read it 2nd time... its so funny, and You are right - I'm happy :)
It's easy for people to get tribal about these sorts of things I guess.
Personally, I think Softimage had the handling of selecting, parenting, constraining and transforming hierarchies locked down to perfection. The left, middle and right click method for working with object, branch and tree selections/parenting were fantastic, fast and became second nature. Child compensation and Constraint compensation were also a complete breeze. Delta transforms were introduced (probably around v3) as "Neutral Poses" and enabled you to reduce rig complexity (with one or two caveats)
IIRC all the things you mention regarding the outliner were in also XSI's explorer from v1 (or at least v1.5).
It was a joy to use and I still miss it like an old friend... sigh...
Entertaining as always Bobby1 haha
I hope b3d3 will get much needed usability updates, made a (big) list of things i really miss coming from max..
I should send it somewhere even, not sure where..
13 Comments
in SW series I've never read the whole intro text ... in Your vid I've rewind it to read it 2nd time... its so funny, and You are right - I'm happy :)
I'm glad you like it. :-)
It's easy for people to get tribal about these sorts of things I guess.
Personally, I think Softimage had the handling of selecting, parenting, constraining and transforming hierarchies locked down to perfection. The left, middle and right click method for working with object, branch and tree selections/parenting were fantastic, fast and became second nature. Child compensation and Constraint compensation were also a complete breeze. Delta transforms were introduced (probably around v3) as "Neutral Poses" and enabled you to reduce rig complexity (with one or two caveats)
IIRC all the things you mention regarding the outliner were in also XSI's explorer from v1 (or at least v1.5).
It was a joy to use and I still miss it like an old friend... sigh...
I agree :)
Softimage RIP
Blender is becoming the closest thing to it.
Entertaining as always Bobby1 haha
I hope b3d3 will get much needed usability updates, made a (big) list of things i really miss coming from max..
I should send it somewhere even, not sure where..
Thanks for the comments.
https://blender.community/c/rightclickselect/?sorting=hot is the place to make suggestions
Hey Bob, at 16:30 in your video you say you cant parent by draging. try to press shift and drag the objects. they will parent that way.
Yeah... https://youtu.be/NrBPnRalHxc :-)
by the way your videos are verry cool !!
Thank you!
Hey guys, you might want to watch this one right after :-) https://youtu.be/NrBPnRalHxc
Maya was released in 1998 and not 1995
We were working on beta 2 version. It wasn’t even out yet. We were also using Power Animator, which is Maya ancestor.