Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 46 23-03-2010 , 04:14 PM
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Yeah, I get those a lot too. I've also (recently) been getting an error with the insert edge-loop tool. When I click and drag in the surface, the preview edge doesn't move but the edge is inserted wherever my cursor is. So I am still able to place them where I want. I just can't preview them live on the mesh.


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# 47 27-03-2010 , 03:54 PM
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I believe ( or rather hope) that they are really working at maya and that's why there aren't any reall updates more like patches user added image
There are some things that "bug" me( no pun intended ...or did I? user added image ):

- no multiprocessor capabilities:
I know that when you push the renderbutton it uses all the cores, but why not with particle simulations, or keeping the framerate at 24fps when doing character animation.

- It looks like the interface( meaning names and functions of tools) is made by a programmer and for a programmer for instance :I used to have a nifty little plug in called MJ polytools back when i used Maya 6.5 and when Inserted an edgeloop I could change its position in the construction history.
The same goes for the make live tool and NEX.

-I saw that someone here wrote that the modeling capabilities of maya are better than XSI or Max, I have the luxury of having both apps( and then some) and I have to say that XSI has a better extrude and 3ds max has a lot of nifty tools which would take hours ( or a good scripter) to do in Maya.
Thing is Maya is good for post work and long jobs, it isn't easy or quick to get something done in Maya, which I don't mind( all the good things take time), butthere is a lot of stuff they can make a lot easier.

-Renderpasses in Mental ray...wtf I used to click on a renderlayer RMB click and choose a preset if I do that now it doesn't work and what's that crud with contributionpasses? ( see renderglobals)

- I hate the fact that Autodesk is determining for us how to use the package I mean I looked at You tube at that FCP timeline import functionality....Why would you use an image overlay? I looked at the demo and every object was already roughly aligned if you have to build a scene from scratch you"ll watch conceptart or sourceimages on a secondary monitor, sure I can load them in as imageplanes, however since they are 2d it lacks depth so I have to eyeball it anyways.

-I also saw that they did an interface overhaul pretty soft grey colors splashy screensand what not, made all the icons glossy and sparkly...tell me is the hypershade quicker, does the visor load in mere seconds without hick ups, does the viewcube behave the same way as the viewcompass did in Maya 7, can we animate in real time without having to use a playblast or having to learn motionbuilder, are there finally some viewport enhancements which justifies me buying a quadro card,does mental ray render paint effects? No?.....too bad user added image

Even after all the above mentioned I think Maya is becoming a better package over time, I just don't think that the updates of this and past years justifies a full release, so theonly thing you can blame Maya for, is that it is owned by Autodesk.....

# 48 25-06-2010 , 11:29 AM
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hey for those who have maya 2011 is mental ray much quicker/more stable or should i just save the money and get renderman and digital tutors instead

# 49 25-06-2010 , 06:23 PM
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Bonus tools have some good UV map tools, and probably some good poly modeling too, haven't touched them yet..


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# 50 25-06-2010 , 07:06 PM
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I actually really like the modeling tools in Maya. I feel that I have more control over the model without certain "auto-magic" buttons.


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# 51 25-06-2010 , 11:18 PM
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again i need great motivation to upgrade maya and i thought it would be mental ray so i guess there are no tweaks to the system i guess a couple of tutorials + renderman seems to be the way forward and rely on scripts for maya

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