Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

About the Author

Robert Rioux

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

  1. 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 :)

  2. 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...

  3. 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..

    • We were working on beta 2 version. It wasn’t even out yet. We were also using Power Animator, which is Maya ancestor.

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×