Was trying to add a post to this locked thread http://www.highend3d.com/boards/index.php?showtopic=232956
Anyways. I used to use MAX ages ago and now have to use it again at a new job everyday. Not much has changed in the MAX world; however there are some things that the modifier stack allows 1 to do much more efficiently than Maya and I am hoping Jooja or someone else can point out to me how they handle this in Maya and I've just never figured it out properly.
Scenario 1: Anyways due to the nature of the stack order in MAX you can create an editiable spline>extrude>edit poly (to edge details for instance)
In this scenario you can create a base shape be it a wall or column base etc., extrude it up, add an EP on it that will alllow you to bevel and chamfer the sides. Then if you need to add more editable spline vertices you can do this and it propegates up to the EP. But the EP gets obviously mangled so you need to delete just that 1 node from the stack and reapply it and your bevels and chamfers. About 3 seconds of work.
However in Maya to get to the intial result you need to extrude as distance and output to polygons, then select a top open edge and bottom open edge and add a fill hole node. then select the top edges and bottom edges and add a bevel node to taste. Issue is, then if you add a knot to the base or fillet with trims on the ncurve below, well you have to dig in the heirarchy and delete all those nodes upstream again and manually re-apply (lots of time). In other words a welcome addition would be smarter nodes like they use in MAX or an option for it to try to be smart. This would also be welcome in extruding along a path where in MAX you always get the extruded result you wish for where in Maya you have a lot of anguish and bad normalization of the shape at the ends of a periodic or open path of a square for instace. BTW the sweep modifier in MAX willl allow you to build tons of lofted/extruded profiles quickly. Imagine a parking lot with curbing all over the place. This could take a half a day to do in Maya, in MAX a couple of minutes.
Scenario 2. I came up with a workflow ages ago and introduced this to our MAX team at a Design Viz company I work for and it still works great after so many versions of MAX for building hipped roofs with intersections. It's based on the surface tools in MAX and the surface modifier. Basically you build a spline cage that represents the hips valleys etc. of a roof system, offset or copy these lines down to give it volume and then connect up any spline areas that would result in more than 4 sided polygons after. You then apply the surface modifier to this spline cage and you have a clean polygon roof with volume and intersecting hips etc (can just make the top and add a shell modifier too but has issues). This methodology is based on spline tools that was written as a plugin ages ago for MAX by Peter Watje I believe. Anyways you can do this same sort of thing in Maya but you would have to select nurbscurve spans manually and apply a boundry surface to everyone etc. and on a simple roof this again can take ages to do.
Lastly. I've never understood what triggers Maya to add a "tweak" node to a heirarchy and had always hoped it was the solution to a stack in that it would act like an intermediary node that would look at what was and wasn't changed upstream and allow nodes downsteam of it to be rebuilt deleted etc. What the heck is it really for?
I love Maya for everything else and yes polygon modeling too (edit still wish Maya had simple Bezier style curves, can get curve results much faster in MAX still) but when it comes to lofting/extruding and the trick I explained in Scenario 2, MAX still takes the cake the for me.
If scenario 2 doesn't make sense, I be happy to post a pic or 2 on what I'm talking about if need be.
Thanks,
BTW Jooja, in the original post I too had errors in your script editor history of the following (I'm on Maya 2008 ext. 1)
CBdeleteConnection "nurbsSphere1.tx";
CBdeleteConnection "nurbsSphere1.ty";
CBdeleteConnection "nurbsSphere1.tz";
connectAttr -f plusMinusAverage1.output3D nurbsSphere1.translate;
};
// Error: Cannot find procedure "CBdeleteConnection". //
whatIs CBdeleteConnection;
// Result: Presumed Mel procedure; no definition seen yet. //