Autodesk Maya 2013: Workflow improvements


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In this presentation where going to look at a variety of workflow improvements in Maya 2013 that will increase your productivity. The improvements cover many everyday tasks such as file referencing, hardware rendering, skinning, and managing complex nodes

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27 responses to “Autodesk Maya 2013: Workflow improvements”

  1. Loving the fact that they've included the Node Editor. It's kind of like the slate material editor in 3DS MAX. The Hypershade was a pain in the butt to use in my opinion. Glad to see they've moved on to something more user-friendly.

  2. i have a problem whit maya 2013
    every frame is separated in 100 other frames
    is really annoing becouse when i try to chose frame 5 i get frame 5.21 or 5.12 or 5.03
    how can i fix this please?

  3. Meh. I'm still not impressed. So glad I went with Max. Like, the 2013 release is just adding in new workflow improvements? 2013… and this is finally happening? That's just ridiculous.

  4. People have been complaining of the forums for a while now for more modeling tools for maya and they add less modeling tools each year while Max Graphite Polytools adds alot more tools.Maya has been left behind in terms of modeling and its a shame, why cant they transfer the tools from max to maya and borrow ideas from other programs like Modo.
    Maya needs retopology tools,symmetry by topology,flow connect&make planar (like max),multiple smoothing methods and so on.NEX is a great plugin but still

  5. YOU ARE NOT APPLE!
    stop saying things like
    it just werks and its magic
    we're not retarded hipsters and we want the product for what it can do for us
    not because we care about our social status with Maya at our workplace

    don't treat us like we're idiots

  6. depends what u want to do with them. A dual core machine with a gpu made in the last 3 years and 4gb of ram should be more than enough to get you started. you'll need allot more if simulations come into play or if you want to render at decent speed.

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