Maya 2022 indie6/17/2023 I've spent some time trying to learn Blender and testing out Modo and some others. I've been trying to find a modeling program to settle on for my next project. After having seen this and many posts of yours in various forums, I'm getting a better understanding of Autodesk's philosophy behind the features for Maya LT (although I may not necessarily agree with it). I appreciate you taking the time to reply. I'm confident in Frank and his team (many of whom (like me) have worked in games themselves) will look at the feedback and if they feel some points are warranted, then they might see if any changes are possible. And with the recent Extension releases, we did make some improvements, some of which had been requested by the community. We went through a Beta cycle and I think we've made a good start with the product, but we're always willing to listen to feedback from people about how we can perhaps improved things going forward. When we launched MayaLT, we never professed to it being the perfect one stop solution. I don't know why it was left out of MayaLT, but I know many that want it, so I did push this request up the chain based on the feedback I'd received. Regarding Sustance support, this is something I've spoken with many people about. In Motionbuilder, you can actually rig quadrupeds in HIK and I've done this many times, but you know thinking about it now, I don't think I've tried this in Maya or Maya LT, so I'll look into that. This should be listed in the documentation. You can define whatever Biped skeleton rig you like for HIK, as long as it has the minimum amount of joints for the HIK solver to work. All the controls for pinning/constraining the rig are also there in Maya LT. HIK inside Maya and MayaLT, provides the user with a full body FK and IK rig to animate with. It's the same technology inside Motionbuilder and also a middleware solution used in the games such as Assassins Greed. HumanIK is actually a very good and powerful IK solver. HumanIK (HIK for short)can simply that process for people who perhaps lack the rigging skills, or maybe don't have the time. Character rigging is a complex task and discipline, even for the most experienced TD's and complex projects. We've tried to keep the features clean and simple. Click to expand.Not sure I can really provide any definitive information here, other than some possible reasoning.Īs I said in a previous post, Maya LT is aimed at a specific type of development and developer.
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