Maya Entertainment Creation Suite 2010 Review: New Flexibility

MotionBuilder 2010 has had some major improvements in this version, too, and having been part of the Alpha and Beta team for this version, it is exciting to see it finely released. I am very pleased with the updates, especially the enhanced physics and rag doll solvers. They now offer much more control over the solving of the rag doll. The match animation setting in the rag doll controls now lets you adjust how much you want to blend the physics and the existing animation for creating effects like making a flat walk motion adjust for terrain. More of the physics effects are now able to be animated, giving control over when the solver turns on for the characters for better events. The other new addition to physics in this release is the new physical joints, allowing artists to create chains, pony tails and the new joints even can be combined in to creating working car suspensions.
Meanwhile, the Pose tool allows for any object to have a pose stored for it now, not just characters. This was a big complaint in the past and thankfully has been fixed. Because they work for any object, now you do have to make sure of what you have selected when saving poses, compared to earlier versions that automatically set a pose for the active character. The other update is thumbnails: pose snapshots of the view to store with the pose allowing users to quickly see the pose without having to apply it. Note that if you want to save the poses out to share among your files, you need to tell MotionBuilder 2010 to "embed media" or the images will not save. While the pose tool is very powerful I hope in the future we get to have an extrenal referenced pose library instead of having it embedded right in the working file.
Rounding out the new features are the Custom key groups that allow animators to group any property of any object together so when one object gets a keyframe all the other objects do as well. If you have used Maya Character sets before, the new custom keying groups work like the good parts of them with none of the problems character sets cause. The other really great thing is that finally the Story tool has been sped up allowing for faster playback and larger non-linear edits without slowing the MotionBuilder realtime feedback to a crawl.
Of note to the technical artists and programmers, the python scripting in MotionBuilder has been improved with more access to the api functionality, improvements to the built in script editor and lots of good example scripts. While it is still not as robust as Maya, when it comes to script writing it has finely become accessible for artists that have scripted before and not just the programmers.
MotionBuilder can still be confusing for new users, but I believe the learning curve is getting shorter, thanks in part to increased effort from Autodesk to generate support content on their AREA website (http://area.autodesk.com), including new tutorials and more activity in the user forums. MotionBuilder is a very powerful and often under-utilized tool, but with more installed seats with the 2010 Suite, I hope to see the user community grow as the Maya one has.























Hi...
well...its not really that clear cut...
I used Maya for almost 5 years professionally before I fell in love with blender...
The only thing Maya really provides that blender does not is all the one click solutions available...(which are mostly never used in production)
The interface especially the upcoming one is really competitive,..its just diff from other softwares...once u get used to it u realize its equally intuitive as well...
the open movies are proof that the quality level in terms of imagery can be achieved...its just upto the aesthetic skills of the artists involved....the other point u mentio0ned is valid...about the industry looking for people with maya and max experience...but mostly though most big houses use their own software anyway so all we look for is the aesthetic skill sets...tools can be learned by anyone...
but look at the advantages...
#Blender is freeeee
#Blender is not just a 3d software but also has editing and compositing capabilities built in..not to mention a game engine.
#Its very well organized software wise...below 15 mb installation...crashes rarely...
#Its developing rate is very fast and u dont have to shell out any money for updates either...its freeee.
#There are a rising number of plugings and addons available and in development(crowd sim etc) to make life very easy.
#Its opensource so companies pretty much tweak it to their specific needs....
at the end of it ...as a tool its capable of doin pretty much anything...Maya can do...just a different workflow...
all it requires is for the person to spend time learning how to use it...thats it...the sheer difference will make it difficult in the beginning but once u get the hang of it...it will flow like water :) ~s~
MAYA has still many advantages in comparison to Blender.
MAYAs GUI is still intuitive and the workflows are logical!
In opposit to that even the new Blender 2.5 with the new GUI has it's disadvantages in many points (f.e. material-network, texturing etc.). Further import/export functionality is bad with Blender. Another point are the terms used by Blender. They are mostly not used in other programs.
For starting with 3D-CG Blender is a very good tool, but to do it professionally you have to decide for MAYA or other commercial packages!
The new UI is looking great for Blender and the updates to their software along with the open movie project are really cool to see. The problem is that when it comes to being paid as an artist the jobs are for Maya and Max and other Autodesk products. That said, to get a job a great demo reel can defiantly be created with Blender as your tool of choice.
Why is MAYA still doing so much business with Blender around? The only reason I can think of is because of Blender's notoriously difficult UI; other than that, I'd put my money there. ;)
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