Gander upon those better than yourself, and learn humility as a starting point for self-refinement

I happened across the 2007 Adobe Design Achievement Award Winners page today, and enjoyed watching some quite amazing works of animation and other design arts by students and folks not older than myself. Being in my position and seeing things like that makes you think. There are a multitude of people out in there in the big wide world who are orders of magnitude more dedicated, focused, and hardworking than yourself, and who for those or other reasons are able to create work that is seemingly incomprehensibly better than anything you yourself are capable of creating. I suppose that is a good starting point, and certainly better than living in a state of ignorant denial about how great your work is.

Not everyone can be a genius, because then no one would.

Regarding my previous post, which is by far the most “rant-ish” and emotionally charged post on this blog so far, it turns out that brutalizing Maya into doing your bidding is a challenging and time-intensive occupation. Sortof like this graph:

Maya - Time Vs. Quality

Maya Polemic

Arbitrary Maya object.

See that cube with the checkerboard texture on it? See that whale looking thing with just a lambert shader on it?

Too bad I spent 4 hours learning how to model in Maya and then modeling that shape which was going to be the walls of the white room in scene 01 shot 3 etc. Too bad Maya has decided that it is impossible for that object to have any type of texturing applied to it, whether or not it is converted between polygon/nurbs/subdiv surface object type, regardless of whether or not it is exported and reimported, regardless of the type of textures or shaders used.

I am seriously reconsidering my choice to use Maya for this project, simply because it is the established standard of 3D modeling and animation software. There are numerous other brilliant alternatives, that make Maya’s interface and usability look like it was designed in 1983, and that don’t crash every 15 minutes because you looked at it funny, and that don’t hide every possible essential function behind 10 layers of context menus that are near impossible to remember until you use the software for 2 years, and that don’t structure the interface in the most unintuitive, difficult to use, inefficient, and unecessarily complex way possible.

Granted, this problem with an object not wanting to be textured is probably something with a “simple” solution, but in that very aspect lies the problem. If something like this problem has a simple solution, it should be readily available and easy for the user to figure out through the design of the interface, or at the worst, by looking in the manual. Maya’s documentation is some of the most unwieldy, rambling, and chaotic software documentations I have seen. While given the program’s complexity, this might seem forgivable, but seriously, it is 2008. My software should do things for me, and have the capability of doing more advanced things in a readily accessible and transparent fashion; it should not have all of the advanced things vomited all over the place in the most confusing and haphazard possible way, with all ease of use features hidden behind large barriers of prior necessary knowledge. I could go on, but I’m not going to, because I have to figure out how to get my model into Cinema4D 10.5. Wait, no I can’t do that because Maya corrupted the most recent iteration of my project file because it crashed catastrophically. Awesome. Time to start over from 4 hours ago.

=edit, 2008-03-07= There is a good discussion of Maya interface refinements and suggestions, at Thomas Mann’s webpage.

Scene 01 Draft

Here lies a draft of what I have been working on. It is a very rough version of the first scene, with cursory sound design. The final portion of it, the white room section, is extremely rough, and would probably be better termed an animatic than a draft. The 3D camera movements are jerky and nearly unnacceptable. The room was built in After Effects as a last resort on Tuesday, because I was running out of time, and was having a great deal of difficulty getting it built in Maya. I will probably redo the entire scene in Maya in order to make it look more like I want it to, and then do a better job on the compositing of the arms. In this draft the arms appear to have some sort of field-inversion error, causing jerky movement, which I also need to fix.

Hopefully another update will follow soon, with work that is more polished.