Feb 2011
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Feb 2011
Feb 2011

Hey guys, I 've been checking Modo recently and should say that I miss some nice stuff from there.
For example Modo has great ability for precise scaling/rotation/translation of elements (vertices, edges, etc). So you can type in exact numbers for transformation like for objects.
Is there any way to get same stuff to work in Maya?

And another question: is it possible to disable negative scale for elements/objects?  Now when you select object and start scaling it down by Y, it will collapse into a plane and then start growing up with negative scale. What I want to achieve is that it simply collapses into 0 by Y axis and stay that way, no matter how far I am scaling it down..

Hope you  guys can understand what I am trying to say =)

For example Modo has great ability for precise scaling/rotation/translation of elements
(vertices, edges, etc). So you can type in exact numbers for transformation like for objects.

Yeah its one of the oldest features of maya (been there in maya 1). This IS descibed in the manual, but i dont think people read this. Its the field right next to render settings in the status line (it defaults to quick rename just click the dropdown to make it absolute or relative transform)

or you can use universal manipulator tool

is it possible to disable negative scale for elements/objects?

Again a feature youve had since forever. Each transform node has a limit trasformation section. Wont work for component tarnsforms tough (but yeah if you really want it its 10 lines of code) However please dont set it to 0 set it to 0.00001 or something otherwise you can not do a relative scale back up again!

That is not exactly what I meant...I would like to have those co-ordinates stored (temporarily) so if I rotate by Y to 35 it is kept till I select something else...This way I can precisely tweak rotation of any elements combination. Which seems very cool feature to me.

As for my second question I think I can use your first answer pretty well. And the point is to have it absolute 0 scale, so I am sure that surface is ideally flat and planar. Usefull for hard-surface models.

And thanks! Helpful as always, Joojaa =)

Yeah thats not what you typed. Yeah most new systems work like that. the way maya was designed was to satisfy autocad users :slight_smile: OK modo has a advanatage here, it does not need to diferentiate between historyh and nonistory actions. Nevertheless you request can be accomodated. What happens in modo is that a teomporary trasformation node is made and yoru actually manipulating it (thats basically the same thing as a maya cluster). Maya can do the same thing, is just that deleting it once manipulation is finished is a bit more painfull so i wont demo it for you. Writing one demo.

Thing is mayas been dead in the water for 4 years when it comes to usability if you want imporvement you need to do it yourself. Maya WILL DIE at some point its just that things like modo need to be significantly better than maya at 90% of everything before a mass exodus. Modo is perhaps the strongest contender but its nowhere near that point yet. Mayas still the best PLATFORM ive seen, even if the restof the experience sucks. It works for me but it doenst work for artisty types much longer, no amount of cool gresy is going to fix this. Same applies to max and softimage. Houdini and lightwawe are the oddballs here.

As for my second question I think I can use your first answer pretty well

Lol yeah ok i can accomodate this its jut a bit more work, i just try to avoid stupid user questions. The way i used it for years was way to 0 scale is to scmh -r vectorOfAxis toa hotkey.

Anyway i must digress maya scale manipulator IS bad its relative wich kindof sucks, which is why i dont use mayas default scale manipulator (i made my own.) Its not a big deal to fix, i could ship it for you but im not all that interested in doing awfully lot of pro bono work anymore. Theres allmost NO CHANCE that autodesk will ever do this for you. But if it really makes your life so much easier then im sure someobe will do it for you for 20-30$ if you can pool with 5 people willing to pay. Its not more than a few hurs of work*

  • thing is its very easy to do theese kinds of changes as long as you dont try to commercialize them. You get into the area of diminishing returns. So i can make it in 10-60 minutes, but polishing it for sale takes 2 mounths. And thats why i dont release any tools. They woudl simply suck even tough they do all one would want.

agree, Maya is far from user friendly and that is old and not developing the way I'd want it to. But that is happening with all giants like Photoshop, Office etc. the problem is that there is no tool to replace them at this time.

as for your scale manipulator is it version dependent? is it possible to see it in action? (video would be best)

Thanks

as for your scale manipulator is it version dependent?

Sortof they are vendor locked :slight_smile:

Well the only difference between my scale and mayas scale is that mayas scale does curerent value * drag and mine is linear, current value + drag if need be and it does not lock up at 0 limit. And i a few other options, such as different projections such as auto camera angles.

is it possible to see it in action?

Maybe, not really exiting stuff it looks just like normal maya manipulators just has a slightly different range thats all. But now i gotta go and see the kids.

PS: theres a lot that COULD be done for maya but it would need toe pretty passionate workers.

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