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 thoughts on “Autodesk Maya 2013: Workflow improvements

  • May 27, 2020 at 18:56
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    You guys know that autodesk makes maya and max they would not screw over maya over 3ds max since maya is there more used product

  • May 27, 2020 at 18:56
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    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.

  • May 27, 2020 at 18:56
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    I presume transparency still doesn't work with shadows and SSAO though. and no light linking, no soft shadows… to name some of the few major problems of 2.0

  • May 27, 2020 at 18:56
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    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?

  • May 27, 2020 at 18:56
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    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.

  • May 27, 2020 at 18:56
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    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

  • May 27, 2020 at 18:56
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    you're clearly a little too juvenile to be posting… your contrarian comments about apple and "social status" are nonsensical.

  • May 27, 2020 at 18:56
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    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

  • May 27, 2020 at 18:56
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    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.

  • May 27, 2020 at 18:56
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    Avoid anyone who says software x > software y. In imageworks alone you will see c4d, Houdini and Maya depending which way you look and when.

  • May 27, 2020 at 18:56
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    Maya if you want to be serious about CG and really put effort into it, I'd say Cinema 4D is better if you want to toy around with tools

  • May 27, 2020 at 18:56
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    the big question is if viewport 2.0 supports linear workflow. otherwise it's useless for shading and lighting previewing

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