Getting started with Maya
Dec 01, 2018 by CGPress Staff
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Software used: Maya
Subjects: Not specified
Type: Multi-series
Autodesk has released a new set of 3 tutorials to help new user get up and running with Maya, covering the UI, navigation, tools and then the modelling of a rocket. Watch them on Youtube: Video 1 | Video 2 | Video 3
STEP 1: Install blender….
…sorry could not resist.
a former Softimage user
If they don’t release a “Getting Started with 3ds Max” series, you can bet the writing is on the wall.
There’s a fairly recent series on the official 3dsMax youtube channel
I can’t stand this company anymore, I’m stuck on Max but soon one day I need to switch fast before my wallet dries up and my software completely dies away.
What are they doing!?
Does Blender have a bigger dev department than Autodesk? Do they have more money than Autodesk’s Max/Maya departments? Why is it that in a year time the guys over at Blender produce actual mind blowing changes to their software while in Max I can’t even cut a mesh, YES CUT a mesh, without corrupting my poly faces for 10 versions now! I can’t boolean more than 2 spheres without the entire scene choking, I can’t even work on scales larges than 2000 meters without the viewport bugging out because Max still runs on single precision instead of double.
Blender 2.8 is awesome, but is not a product from 1 year, or 2 or even 4, and its expected to launch in 2019. About your boolean problem…. Im used to cut hires models thousands of times and works perfectly fine.
Why we talk about max in a maya news?
Because its traditional to talk about Max everywhere my dear Eloi.
🙂 I did read this in the morning, you really made my day 🙂
In fact it´s a product developed in 3 years.
But meanwhile the hardcore work was done in the “shadows” during those 3 years, Blender had several releases, 2.74, 2.75a, 2.76, 2.77, 2.78 and 2.79, and after that we still go plenty of new features practically every day thanks to daily builds, and the bug solving time, with some exceptions of big bugs that are harder to solve, it´s around 3 days (personal experience here with several bugs)
Here are the release notes for each version starting from 2.74, from March, 2015:
https://www.blender.org/download/releases/2-74/
BTW Booleans in one of the best working things in Blender, and I agree with Guest, Booleans were like something “prohibited” in max since ages because it generates degenerate vertices and edges, with the introduction of ProBoolean some of those problems where solved, and they do some kind of “remesh” when you do a boolean, but it does not take into a account actual quads, wich was say by the developer that couldn´t be done because it could mean to rewrite the entire system.
The pity with Max is that just that developer (or some specific developer) designed by Autodesk can improve that tool, no matter if it´s hard or not, while we are getting tool improvements every day in Blender thanks to many many developers that are not part of the Blender Core development team.
And you know what, the coolest thing is that if you give Blender some money, you now exactly were it goes: to development.
https://fund.blender.org/
Development is also funded by the Blender Cloud, and that part is oriented towards production tools and piepeine development, so there are many developers that are not funded by the actual fund, like the ones funded by AMD or by NVidia or by many others.
Now that we were talking about max in a Maya thread I though we could talk about Blender in a Maya thread… is more typical from Max threads though hahaha
We would love to hear any problems you are having. We have been very dedicated at fixing defects, but we can only fix what we know about. You can report your issue directly in Max under the help menu, or we would love to see more people join our beta! There you get a more direct connection and feedback from the development team.
Problem is, many things that are reported get no love. Look at the FFD modifier. Has been broken since, forever. Set Volume only partially works if you use an editable mesh. On editable poly, setting the volume does literally nothing, you can’t even click Conform to Shape. Just one of many things that need updating to be useful.
Ah, that FFD bug. Yep, broken since Max 2009 to be precise…
I will look into this.
My voice too for fixing the FFDs 🙂 There should be some crash-reports about Max crashing when having an instanced FFD on more than one object, and then clicking ‘Reset’ in the FFD.
Thank you. In all fairness, many are putting bugs into feature requests, like “update so-and-so modifier/feature” (I was guilty of this). Or are found when asking questions on the forums, but never quite make it to the bug reports. I hear it too often from other users complaining about a bug, but have never reported a bug in their life.
thank you, but you wrote “I will look into this” …not…”I will FIX this”
with this attitude we know what we can expect from Autodesk
wait
did I say ‘we’?
I am using C4D and Houdini already 😉
Yesterday, I opened Blender 2.8 and played with it and was fankly amazed
I say I will look into it because I’m not a developer. I won’t be the one fixing it. 🙂
Hi Martin, Thanks for pitching in. But I have a personal question, no harm intended.
I just want to know (as much as you can reveal to us) what is it like to be a dev at an average Autodesk working day in Max’s department?
I would love to know specifically if there is a certain level of self awareness and strong communication internally when it comes to the competition or other products.
I mean do your leads sit down in the morning gather the team in a room and open up a recent Houdini/Blender release video and go ” shiiit…Guys we need to up our game here… our users are unhappy, they are frustrated, and they are waay overcharged all the while the folks at SideFX are rubbing it in our faces, something must be done about this utter humiliation!”.
Are you guys in charge of your own judgement and outcomes and the people you need to hire or does someone from upper management interfere to stop the progress.
I know this may sound like a bad joke but really its not, company culture is what makes and breaks anything and everything.
Last I heard an interview from an Autodesk lead was from none other than “Master Zap” during his days of hire (with all do respect to the guy), all he was talking about was how he has a tattoo of max and the endless mails he gets to read every morning.
I feel that somehow that impression never left my subconscious.
Yours sincerely,
An Autodesk customer for 20 years.
Hey. I can say that I love working at Autodesk and with my team. We are listening to our customers, even though many think otherwise. Again, I would suggest getting on beta and seeing for yourself. Plus you get to play with new stuff early. It’s a win win!
You all know me as the “pain in the a**” when something is related to Autodesk.
And for that reason I want to give my point of view about Martin and the max and maya dev teams, because I worked with those teams since Max 2010 more or less up until Max 2018 Beta, and I left the Beta when I decided to stop working with Autodesk software as much as I can.
They are in fact hearing the customers, they are trying to do their best, and they always want more for the software, they want to do the best job possible in their positions, and if Martin says he will look into it, he will do it, and he will try to assign the task to the correct developer in the team.
With that said, participating in Beta is working for Autodesk for free while you are paying them, a company that does not care about individuals and small artists or teams, but they use those same small artists and small teams in the beta, you will be giving them your experience and your knowledge in exchange for using pre-release software.
You are going to be like a second Q/A department, you will be able to propose features and to discuss them, but no matter how important all the beta team thinks a feature is, it won´t be implemented unless the big-heads approve it, and if it does not fit inside their “BIG-CLOUD-RELATED-PLAN” or if it goes against it, but benefits users, rest assured that it won´t be implemented.
(How is the evolution of ART going now that Arnold is the core render package of MAX? And how are the historically excelent unlimited network rendering licenses of MAX going?)
They are not responsibles about Autodesk politics, Martin could be “fired” at any time, and it´s not his decission to make, also people from R&D could be fired at any point in time, like has been done in the recent past, no matter how much R&D is needed, R&D is not important for Autodesk and it has demonstrated it several times purchasing parts instead of developing them.
IMO the problem here is that the dev team has their hands tied, and what do you think Martin could answer about his current position?
Person asks publicly: Do you like your work and the company you work for?
Fictional Martin public answer: I like my team, I love the software, but I hate that marketing people and people over my head that is completely ignorant about this business are making me take decissions and directions that are plainly wrong for the software or the users, they are just thinking in how to minimize investment and increase benefits without respecting any kind of balance in service provided against benefit gained.
Then Autodesk represetative calls Martin: Hey Martin, how are you? are you feeling well in your new job? not yet right? Ah ok… yeah, I understand that, because you don´t have a job anymore… bye!
I´m NOT saying that Martin would say that, not at all, and please, bear in mind that I have no direct connection with Martin and Martin NEVER said to me such words, but the reality is that he cannot speak freely because he would loose his job if he is not happy with what is happenign in Autodesk.
What I can say is that commercial Autodesk representatives have contacted me to convince me to give them my perpetual license in exchange for some absurd discount in ther absurd rental scheme, and in the end, they ended recognizing that they are against the Autodesk licensing scheme, they know that it´s bad for customers in the medium to long term, specially small and medium customers, but they can do nothing against it, and they have to do their jobs, and of course this has been in private conversation, but you can try and contact your Autodesk representatives and if they trust you they will probably tell you the same thing.
They´ve also recognized that they are loosing customers at a fast pace, specially in the small to medium sector of M&E, Technical Visualization, VFX and even Arch&Viz, and it´s not like the clients are removing ALL their licenses, nope, they are reducing the number of them, adapting to other softwares, no matter if it´s Blender, Houdini, C4D, or Modo, it depends on the industry and the studio.
Arch&Viz it´s the slower in loosing customers of course, because Autodesk has done a pretty good job creating a closed environment with Revit, but the bleed won´t stop.
So the fact is that many small to medium studios already changed, others are changing, check this talk about a French animation studio that completely shifted their productions from Max/Maya to Blender:
https://www.youtube.com/watch?v=4R8PduY_vV4
And their tv series are not second class cr*p, they doo pretty cool series.
Also one thing they say in the talk is that they are not the only ones, many French animation studios are changing to Blender.
If you want a software that evolves, that cares about their users, that really hear the users (and that not the dev team is the only one hearing the users, but the actual decission-maker team), if you want a software that won´t drain your pocket selling you that an Egg spline is such a big evolution and R&D effort that you should be grateful for it, if you want a software that you can trust, and specially if you want a software that you can enjoy again and that will excite you like in the past 3dsmax used to do, then you should check Blender.
Everything is transparent, EVERYTHING!
If you report a bug you see every step done, who is doing the step, you can talk to them, be involved in the solution or even fix the bug yourself so other users can enjoy the fix without having to wait to have a free developer that can tackle it (of course to be included in Master it needs to be reviewed to ensure code quality and stability)
It sounds beautiful, and it is, I´m not saying that you should abandon max or maya, well I am, but it´s absurd to think that many of you will do it anyways, but what I´m saying is that you should seriously test Blender, not just open it, watch it and close it, specially now that…
…brace for it…
…LEFT CLICK SELECT is the DEFAULT way of selecting in Blender 2.8 (something many of you were seeing as an entrance barrier, also an “industry standard” keymap is on it´s way, specially dedicated to some of you that are more comfortable with more “max/maya” way of doing things)
So there is a question that everyone can know with Blender, wich is: how many developers are in core developer team?, and how many satellite developers are related to blender and to wich features exactly?, and that is excluding generic things that can be applied to many packages, we are talking about actual Blender development, not addons (plugins)
And that is question that no one from Autodesk will be able to answer you…
How many developers are working specifically for 3dsmax right now in wich areas?
And the second question is… how is your subscription money being spent to actually improve 3dsmax?
How much of it is going to Maya development?
How much is going towards Autocad or Revit development?
How much is going to maintain a cloud that you may not want or need but you are forced to have and pay?
Too many questions that you will never know and answer for, and if you knew the answer Autodesk probably would feel ashamed if it could be ashamed, wich I think they can´t (meaining the Autodesk management team, like the CEO and the board, and they doesn´t care).
And BTW Blender IS FREE, BUT the content created with it CAN BE AND IS PRIVATE, 100% PRIVATE AND COMMERCIAL WITHOUT ANY RESTRICTIONS AND PROTECTED BY THE COPYRIGHT AND RIGHTS YOU WANT TO APPLY TO IT.
But IF you want to economically contribute to it, you can using the Blender Cloud or the Blender Development Fund, and you will be conscious of where is used each penny of your money:
https://fund.blender.org/
BTW The development fund is maintaingin just a part of the development team, there are other income sources that maintain other parts of the dev and production team, like Blender Cloud and other collaborations, like NVIDIA or AMD paying for full time developers to implement different things, or like studios like Tangent Animation (Next Gen) or Theory Studios (The Man in the High Castle or Silicon Valley) that are also donating for full time developers and that have their own development teams in house, and they share their developments with the Master build of Blender (like UDIM or Cryptomatte, or like OpenVDB in the near future, it was developed by Tangent and used in NExt Gen to have a proper interop between Blender and Houdini).
So in the end… I´ve finished talking about Blender in a Maya thread… sorry… I still think we need a Blender section in CGPress.org, we are many historical Max users that are now Blender users and that love CGPress.org, and this is not MaxUnderground anymore, this is CGPress, and Blender is now a main contender in the CG indsutry, like it or not.
Cheers!!!
Look at the top menu 🙂
Ok, so there’s not a lot there at the moment. But we agree with you that Blender should be covered more regularly and in more depth on CGPress, so to kick start that initiative we have added a new Blender Channel. This does not mean we will be reducing our coverage of other software of course.
Thanks for the suggestions, they’re always welcome.
OMG I totally missed it!!!
And of course, no one says that other channels should be reduced at all!
Thanks!
Well said Juang3d. I agree with you.
I could not agree with you more. 2.8 has changed my mind forever. I actually enjoy exploring it, trying to do the things I do in Max. Previously, trying to migrate from one 3d system to another was like recovering from a stroke, but 2.8 is actually giving me back that feeling of wonder and possibility we used to have in the early days of Max.
All Blender needs for me now is a Biped equivalent, and vray support. Maybe it already has these things…..
There is no actual Biped equivalent, at least not exactly, in Blender you have several types of “auto” rigs, one of the most easy and production proven is Rigify, it comes with Blender as an Addon, it´s pretty easy to use.
Regarding Vray support, I´m not sure about Vray for Blender current state, I know there was support and they even have a custom version of Blender, you just need an standalone license, but the best thing could be to speak directly with ChaosGroup.
I´m happy to hear that you are enjoying it, I´m hearing this a lot from a lot of artists that were reticent in the past that are now enjoying Blender, it´s amazing to see how people reacts 🙂
In youtube you have a lot of information about it 🙂
Cheers!
With respect to you personally, How about fixing caddies – fixing a broken UI that jumps around and is inconsistent, fixing a broken layer manager, eliminating bloat, and so on. simple things that should simply not should not exist in a software this mature.
Maya is dead
You should definitely had visited this event
Autodesk & The Mill | Bifrost
Marcus Nordenstam & Vince Baertsoen
before saying that
I was there! Bifrost board is what maya and max need to push it to the next level.
Sorry Eloi, what is this? Bifrost board? I didnt know about it
The Bifrost board technology preview was presented at SIGGRAPH 2018. I believe there are links available here: https://area.autodesk.com/events/siggraph2018/
All products Autodesk acquired are doomed. This company’s strategy is to keep a status quo and keep on sucking the money via creating a marketing fog.
It is not case with Marcus He built strong team of geniuses
Autodesk killed it. Maya is an underdeveloped software. It’s full of half working half implemented features, and you have to trade for everything you do because X doesn’t work with Y.
The node editor is a joke.
Viewport 2 should be standard but Arnold volumes doesn’t even update the bounding box, just 1 example.
To be usable in a production, even a small one, you have to rely heavily on scripts and plugins on highend3d.
Working with Maya gives just frustration and you have to fight with the software. This doesn’t happen with other software.
“The node editor is a joke.” But only two 3d packages have this and AD trying hard to resolve this issue.
I dont’ think node editors are exactly a brand new idea, there are some basic things you expect from a node editor of any kind, which doesn’t work here.
There are many many examples of softwares and plugins that implemented their own node editor interface (and doesn’t suck so hard). softimage ICE, houdini, modo, Thinkbox’s krakatoa and company,rhino grasshopper,terragen, worldmachine, substance, thinking particles… not to mention nuke, fusion, blender…
This is just another example of a half implemented feature. I cannot see how AD is working hard, when node editor was introduced again? maya 2014, I can see lots if improvement since then.
I’ts just painful to watch really.
Only maya & houdini have a global node editors were one can connect anything to everything not only a bunch of different unconnected editors..
“I cannot see how AD is working hard” Believe me
I never thought I’d live to see people saying this. Sad.
Great thing about learning maya now, is that in 10 year time, it will still very much be the same dinosaur…
haha
The final straw for me to look elsewhere was the reduction of render nodes to only one with a license.
Is this specific to Maya only because afaik 3ds Max still allows you to use an unactivated (trial) version as a render node base.
I’m genuinely interested in knowing 🙂
Yes you can use Max Unactivated id the render engine allows it, but you cannot use Arnold unless you pay for another license, you can use standard renderer thought XD
Yeah, I thought so 🙂 Its usually how it is with 3rd party render engines although I get your point – Arnold is integrated and owned by Autodesk. Still, you always have the standard renderer which I think is ART… At the moment 😛
ART is an experiment to develop the inner parts of Max that will be prepared to be connected to third parties render engines, it will not evolve and it will never be an estate of the art render engine, it’s already limited and it will be limited, the actual render engine in Max is Arnold, and for it you need extra render licenses, of course you can always use their Cloud render… you just have to pay more… again…