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the posts and threads going on here are enough to make Leo Buscaglia hit the scotch...
I decided to visit the Maya Macuser board, and found very similar gripes, complaints and issues (feature/function parity, busted tools, lack of plugs, etc.)
However, if you visit MacCentral, you see a tidbit in which Alias | Wavefront *acknowledges* that Maya for OSX has issues, and that they are working with Apple to try to get to the bottom of it.
Obviously, Mac users of 3D software all have issues, but it goes a long way to calm nerves and build trust when a software publisher takes both ownership of, and action on them.
J
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Agreed,
--
Ed M.
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I guess you're referring to this MacCentral story:
http://maccentral.macworld.com/news/0301/14.maya.php
Issues always arise when there is a port to a new platform, and OSX is a new OS.
Lightwave 6.5 was pretty unstable on OSX. Lightwave 7.5 is a big improvement in stability, surpassing the Windows version in this regard. Despite the continuing grumbles about speed, LW7.5 is actually much faster than LW6.5 on OSX.
Lightwave has been on OSX for much longer than Maya. Maya's first release was pretty bad, being a version behind other platforms, and not even having multiprocessor support. Alias had addressed many of these issues, but it sounds like they still have a lot of bugs that need fixing. At least their product manager publicly humbled himself by acknowledging the bugs.
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that LW for Mac is much improved can't be disputed..I took a look at some OLD threads, which contained plenty of posts by folks who had trouble just getting it to run.
props to those who worked out those issues!
it'd be nice if there were more communication about the current issues...even a 'we're working on it' would be a good sign that the Mac community is valued and that their investment, both in terms of software cost, and time committment to the Mac LW platform, are being protected.
Who wants to feel that it was all for nothing?
J
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It's a well known fact in the McMaya world that the nVidia GeForce Ti is not working properly with Maya.
Apparently, under 10.3, Maya totally crashes the machine.
It's a similarly well known fact in the Mac worldd that the drivers for the Ti just aren't right. The card doesn't provide nearly the performance of it's windows counterparts.
I've heard from a few developers that Apples OpenGL implementation is a bit screwy.
I think people also need to keep in mind that developers aren't perfect. They've been aiming their efforts at windows for a long time. The fact that they can't get the Mac version as good as the PC version shouldn't be a huge surprise.
After all, how many people here have jumped to Maya this year? How many people are finding that they're not as good in it as LW? I'm guessing there's got to be a learning curve on programming for OSX too...especially given how drastically some of the early releases have chagned.
The thing that makes me happy is to see how many new developers continue to port to the platform. It's a good sign that OSX isn't "impossible" to program for.
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I got the maya PLE for 4.5... it freezes my Geforce Ti DP 800. I havn't seen anything regarding that...
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The Maya 4.5 and OS X 10.2.3 issue affects PowerMacs with GeForce Ti and GeForce 3 cards as well as any PowerBooks with Radeon M3 and M6 chipsets. Maya points to Apple for a fix since the problems seem to be driver issues.
Check this link.
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Hi, John!
We certainly have acknowledged those issues that exist on the Mac, as we have acknowledged any PC specific issues for PC users and the issues that exist on both platforms, as we test and confirm reported issues. The only sensible approach to developing a product that will be successful in the marketplace is to do just exactly that.
Please note my message here for the email addresses for bug reports and feature requests:
http://forums.newtek.com/discus/messages/2/37647.html?1042904229#POST141790
And as I said there, it is always a good thing to post and discuss those here in the forums as well.
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Hi,
I would like to know how to snap a surface on another surface without having to do it vertice by vertice with Lightwave.