Re: Coming back from Maya

Date : Fri, 01 Feb 2008 09:31:42 -0500
To : XSI(at)Softimage.COM
From : "Ponthieux, Joey" <j.ponthieux(at)nasa.gov>
Subject : Re: Coming back from Maya
Marco,
I think you will be much happier with your decision to stay with the XSI Interaction model. I too used Soft 3D, then made a complete switch to Maya for about 7 years, then back to XSI. You'll likely find the transition back to the Z/O/P navigation keys very easy since you were accustomed to this prior to Maya. Some things I would mention:


1. Outliner equivalent is the Explorer. You can make it behave similar to Maya by activating View>General Sort>None, then activating View>Reorder Tool. This lets you place objects in the Explorer in any order you wish just like the Outliner. You'll likely find though in time you won't rely on this as much as you did in the Outliner.

2. IPR Equivalent is Render Region

3. You'll want to familiarize yourself with XSI's marking parameters. This concept is largely foreign to Maya or at least it was back in 6.5. XSI's Keying Panel is an attempt to be more Maya like, and it has some value, but in time I think you'll find yourself using the Keying Panel less and less.

4. Render Passes(XSI) and Render Layers(Maya) are not the same thing. Maya has been updated in recent versions to attempt to mimic more closely XSI's Passes, it's still not the same thing. When you begin working with Passes, they are a new concept compared to Soft3D and they have incredible depth and power, unfortunately they are not always as easy to set up as a simple render layer, especially if you are unfamiliar with how a Pass works. Once you get the idea of what a pass is and how it works you'll see the immense difference between the two concepts. The new changes to the rendering setup also improves workflow for management of simple pass structures.

5. Related to Pass management, you'll want to brush up on Partitions. Yet another concept which will be new to you.

6. Models are unique subscene containers to hold geometry in. They behave like small mini-scenes within your scene. This a concept also foreign to Maya. Referencing might be a close approximate, but I would suggest that an XSI Model is very different. You'll want to focus on what Models really are early in your training process. The reason why this is critical is that a Maya Group and a XSI Group are two entirely different things. Groups might be remotely closer to Sets, but I'm not entirely convinced of that, though there are some similarities. Models play a significant role if setting up your Geometry hierarchies properly and in preparing things in XSI for export. If you prepared a lot of exported components in Maya using Export, you'll want to know Model well.

7. XSI provides you a Maya-like command to simulate the activity of "grouping" things similar to Maya, this command is called Create Transform Groups. XSI still uses Parent & Cut as well which you were familiar with in Soft3D.

8. If you used Add Attribute on your objects in Maya in order to create custom Attributes, you'll want to investigate Custom Parameter Sets.

9. Inheritance in XSI is not only different than it is in Maya, it is critical to understand. How a material gets passed from a parent to a child and how a hierarchy manages material inheritance and what materials have precedence and priority is very important. In general no object can exist without a material so if a local material is deleted it will then assume a global material or another material higher up the hierarchy. In XSI this process can get quite complex since materials can be applied locally, or through Passes, Models etc. This gets into the whole concept of Overrides and is something you'll want to investigate at some point.

This list could be much longer but these are the most immediate things which I recall in my transition from Maya to XSI.

Joey Ponthieux
NCI Information Systems Inc.
NASA Langley Research Center
____________________________________________________________
Opinions stated here-in are strictly those of the author and
do not represent the opinions of NASA or any other party.



Marco Vitolini Naldini wrote:
Wow, what a welcome!

Thank you all of you for your encouragement,
for the detailed Maya-XSI list (great!), for
the resources-list (some I knew already, some
I didn't).


I will stick to the XSI-Keyboardlayout and deactivate the "w"-key for some months ;-)

Thanks again,
best wishes,
Marco

(at)Sven: Yes, it was me with the Imagine Book.
These were times.....


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