Welcome to Maya(at)softimage.com. ;)
Merry Christmas everyone.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Eric Thivierge
> Sent: 25 December 2007 18:16
> To: XSI(at)Softimage.COM
> Subject: Re: Maya Match Transforms
>
> Interesting. I did try to RTFM. Have you seen the Maya docs???? They
> are horrible! I'll never complain about the XSI ones ever again. Thanks
> for the tip though. But damn, Function keys for this? Now I know I'm
> getting lazy here but a regular key command would be nice as a default
> key map is concerned. I know I can remap the keys but hell, then I lose
> other functionality. Either way, thanks for letting me know about that.
>
> Thanks,
>
> Eric Thivierge, XSI Database Admin
> www.xsidatabase.com
> eric(at)xsidatabase.com
> Forum Username: EricTRocks
>
>
> Tim Leydecker wrote:
> > Try F9, to go back into object mode, F8.
> >
> > hate to say it but rtfm. In a nutshell, it´s worth
> > at least trying out what F1>F12 does...
> >
> > Cheers
> >
> > tim
> >
> > ----- Original Message ----- From: "Eric Thivierge"
> > <eric(at)xsidatabase.com>
> > To: <XSI(at)Softimage.COM>
> > Sent: Tuesday, December 25, 2007 4:11 PM
> > Subject: Re: Maya Match Transforms
> >
> >
> >> Oh I'm well aware of all of Maya's short comings. I've been using
> >> Maya for the past 4 months and it's been quite frustrating. One
> thing
> >> that really bugs me is the Hotbox and Power Animator menus. I can't
> >> just go into point editing mode with an easy keyboard command. I
> >> don't understand how anyone models anything in Maya. Sure there is
> >> NCloth and it's nice and all, but just like Syflex you have to screw
> >> around with settings a ton to get things to look right. I don't have
> >> time for that stuff. All in all using Maya has made me become more
> >> appreciative of the XSI work flow.
> >>
> >> Happy Holidays.
> >>
> >> Thanks,
> >>
> >> Eric Thivierge, XSI Database Admin
> >> www.xsidatabase.com
> >> eric(at)xsidatabase.com
> >> Forum Username: EricTRocks
> >>
> >>
> >> Thiago Costa wrote:
> >>>
> >>> Bernard Lebel
> >>> Wow, Maya requires a script to match transforms.....
> >>> amazing.
> >>>
> >>> this is because you didnt see how is to subdivide things in
> there...
> >>> Eric, you'll miss + and - shortcuts... and selection methods...
> and..
> >>> ah forget it, you have nCloth... who need anything else? 3d life is
> >>> just about simulation isn't? :)
> >>> On 24/12/2007, *Alan Fregtman* <alan.fregtman(at)gmail.com
> >>> <mailto:alan.fregtman(at)gmail.com>> wrote:
> >>>
> >>> Not only that! It also requires scripts to do mundane tasks
> such
> >>> as:
> >>> - reload all textures in the scene.
> >>> - have symmetrical [blend]shapes
> >>> - select a loop of faces
> >>>
> >>> And did you know their renderpass manager supports a single
> (ONE)
> >>> material override per pass? It's absurd.
> >>>
> >>> Yet... two clicks gets you an awesome-looking hiperrealistic
> >>> interactive ocean.
> >>>
> >>> I can picture their developers in my head as if they had a
> >>> disjointed
> >>> team, half math geniuses and half normal programmers. I suspect
> >>> conversations might sometimes go something like this:
> >>> -- "Hey, check this out... I just wrote an addon that SIMULATES
> >>> LIFE."
> >>> "Bob, shouldn't we worry about improving our workflow for
> modeling,
> >>> implementing much-needed features and making our interface more
> >>> responsive and usable?"
> >>> -- "LIFE SIMULATION, Steven! Do you hear me?! LIFE!"
> >>> "But Bob! We hav-"
> >>> -- "Weeeeeeeeeeeeeeeee!!"
> >>> "That's it! On 2008, we're having sliding loops."
> >>> -- "Mmm.. okay. Didn't you say like... featureS.. plural, you
> >>> know.."
> >>> "....and poly smoothing!"
> >>> -- "Is that worth a new version?"
> >>> "Sure."
> >>>
> >>> =P
> >>>
> >>>
> >>> On Dec 24, 2007 7:42 AM, Bernard Lebel <3dbernard(at)gmail.com
> >>> <mailto:3dbernard(at)gmail.com>> wrote:
> >>> > Wow, Maya requires a script to match transforms..... amazing.
> >>> >
> >>> >
> >>> >
> >>> >
> >>> >
> >>> > On Dec 24, 2007 3:46 AM, Julien Stiegler
> >>> <julien.stiegler(at)free.fr <mailto:julien.stiegler(at)free.fr>>
> wrote:
> >>> > > here are several methods i use
> >>> > >
> >>> > >
> >>> > > global proc JS_Snap_Selection ()
> >>> > > {
> >>> > > string $sel[] =`ls -sl`;
> >>> > > string $sel0 = $sel[0];
> >>> > > string $sel1 = $sel[1];
> >>> > > JS_Snap ($sel0, $sel1);
> >>> > > }
> >>> > >
> >>> > > global proc JS_Snap(string $a,string $b)
> >>> > > {
> >>> > > // constrain
> >>> > > eval ("orientConstraint -w 1 -n OrienterX "+ $a +" "+
> $b );
> >>> > > eval ("pointConstraint -w 1 -n PointerX "+ $a +" "+ $b
> );
> >>> > > refresh;
> >>> > > // delete constraints
> >>> > > eval ("delete OrienterX");
> >>> > > eval ("delete PointerX");
> >>> > > refresh;
> >>> > > }
> >>> > >
> >>> > >
> >>> > > global proc JS_MatchRotation(string $source, string
> >>> $destination )
> >>> > > {
> >>> > > float $rot[]= `xform -q -ws -rotation $destination`;
> >>> > > rotate -a -ws $rot[0] $rot[1] $rot[2] $source;
> >>> > > }
> >>> > >
> >>> > > global proc JS_MatchPosition(string $source, string
> >>> $destination )
> >>> > > {
> >>> > > float $pos[] = `xform -q -ws -rp $destination`;
> >>> > > move -absolute $pos[0] $pos[1] $pos[2] $source ;
> >>> > >
> >>> > > }
> >>> > >
> >>> > >
> >>> > > Tim Leydecker wrote:
> >>> > >
> >>> > > > Depending on your desired result, there´s also
> >>> > > > the Modify>Snap Align Objects menu.
> >>> > > >
> >>> > > > You could also try expressions, starting in the most
> >>> > > > simple form of :
> >>> > > >
> >>> > > > pCube1.translateX = pCube2.translateX;
> >>> > > >
> >>> > > >
> >>> > > >
> >>> > > > created by rightclicking in the channelbox on the
> >>> > > >
> >>> > > > translate x channel and picking expression from
> >>> > > >
> >>> > > > the dropdown menue.
> >>> > > >
> >>> > > >
> >>> > > >
> >>> > > > I´m guessing you try to bake/simulate some transforms,
> >>> > > >
> >>> > > > afaik there aren´t too many more options to put a null
> >>> > > >
> >>> > > > at a specific point in the hierarchy of a transformchain
> >>> > > >
> >>> > > > (parent/grouping it) after creating, then deleting those
> >>> > > >
> >>> > > > constraints.
> >>> > > >
> >>> > > > You might still have luck creating a simple MEL script
> >>> > > >
> >>> > > > by copy&paste of what the scripteditor spits out when
> >>> > > >
> >>> > > > you perform those operations. Drag that code, or your
> >>> > > >
> >>> > > > modified version from the scripteditor to the shelf to
> >>> > > >
> >>> > > > have some ease with the pain (and save all shelfes...)
> >>> > > >
> >>> > > >
> >>> > > >
> >>> > > > Cheers
> >>> > > >
> >>> > > >
> >>> > > >
> >>> > > > tim
> >>> > > >
> >>> > > >
> >>> > > >
> >>> > > > ----- Original Message -----
> >>> > > > From: "Eric Thivierge" < eric(at)xsidatabase.com
> >>> <mailto:eric(at)xsidatabase.com>>
> >>> > > > To: <XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>>
> >>> > > > Sent: Monday, December 24, 2007 5:25 AM
> >>> > > > Subject: OT: Maya Match Transforms
> >>> > > >
> >>> > > >
> >>> > > >> Hey,
> >>> > > >>
> >>> > > >> Having to work in Maya on my current project and am very
> >>> frustrated.
> >>> > > >> Anyone know if there is a way to match transforms in
> Maya
> >>> other than
> >>> > > >> manually creating point / orient constraints then
> deleting
> >>> them? It's
> >>> > > >> getting tedious having to do this each time.
> >>> > > >>
> >>> > > >> If this feature isn't in the actual software package
> it's
> >>> going on
> >>> > > >> the list of reasons I hate the software.
> >>> > > >>
> >>> > > >> --
> >>> > > >> Thanks,
> >>> > > >>
> >>> > > >> Eric Thivierge, XSI Database Admin
> >>> > > >> www.xsidatabase.com <http://www.xsidatabase.com>
> >>> > > >> eric(at)xsidatabase.com <mailto:eric(at)xsidatabase.com>
> >>> > > >> Forum Username: EricTRocks
> >>> > > >> ---
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