Hey Nedan (and mverta), I think on the contrary, this node refactoring will also help to be more "in the style of Maya" like you said.nedan wrote:if you ask me, things would be rather in the style of Maya. What would it mean if each developer imposes his own style? Old users would lose time to adjust and it may prefer something that is more convenient and similar to what they are accustomed.
The way Maya makes things is to have nodes for everything and on top of that mel procedure glue to manipulate them easily in various editors, menu, shelf...
So in the end we'll have the best of both word:
- attributes really working like maya attributes in the attribute editor.
- or working in the node editor at the same speed as in standalone.
What would not be the Maya style would be to develop black box functionalities with no possibility to guess what they are doing internally so no way to workaround when there is an issue.
Obviously there is still a long way before octane could be "perfectly integrated" in Maya but I guess what Kai is doing will help a lot for that in the future.
Hopefully the plugin api in maya will also expand his set of commands on the way, which will help users to script useful additional tools for the community.