Hi. I just found this. Looks great. A big thanks for releasing it to the 
public.
unfortunately I can't get it to start. Not sure where I'm doing wrong.
I put the skinner folder in my python path, I installed numpy and scipy, 
but they were installed to where I have Python 3.9 Standalone as can be 
seen.

[image: skinner.JPG]

torsdag 16 juni 2022 kl. 02:30:58 UTC+2 skrev AK Eric:

> Not as is : I've always found UV space to be possibly buggy, since it's 
> easy to encounter bad models that have overlapping UV's, which would 
> invalidate the queried weight data.
>
> Not that it couldn't be a future improvement: I'll put it on the todo.
>
> On Tue, Jun 14, 2022 at 10:10 PM Arthur Na <youn...@gmail.com> wrote:
>
>> Thank you so much for sharing this, This could be quite useful for us.
>>
>> Is there a way I can load weights in UV space?
>>
>> Thank you,
>>
>>
>>
>>
>> On Tue, Dec 7, 2021 at 2:27 PM AK Eric <war...@gmail.com> wrote:
>>
>>> Thanks for the feedback Marcus, and totally agree.  It's 'on the list' 
>>> in my 'copious spare time' ;)  Hopefully I can eventually get some video 
>>> tutorials etc.  But hey, it's free, and you get what you pay for :P 
>>>
>>> But to your point above, it's not the same thing as ngSkinTools:  That 
>>> (as you're aware, but for anyone else) helps you paint weights, but it's 
>>> save/load functionality is extremely limited (last I checked, I did reach 
>>> out to the author).  This tool fills in that save/load import/export part 
>>> of your skin weight pipeline.
>>>
>>> On Thursday, December 2, 2021 at 12:03:46 AM UTC-8 Marcus Ottosson wrote:
>>>
>>>> Congrats on making it to a public release, that stuff is hard!
>>>>
>>>> I was typing up a few questions, especially on comparisons with 
>>>> ngSkinTools, but as I did I came across the answers in your README 
>>>> already. 
>>>> :D My one suggestion would be to include a gif near the top of your 
>>>> README, 
>>>> using your tool in the way it was intended on some example asset. That can 
>>>> help communicate the idea more quickly and helps it stand out amongst the 
>>>> vast ocean of plain-text READMEs on GitHub already. Even taking one of 
>>>> those screenshots in the middle and putting it front and center would help.
>>>>
>>>> Best,
>>>> Marcus
>>>>
>>>> On Thu, 2 Dec 2021 at 03:21, AK Eric <war...@gmail.com> wrote:
>>>>
>>>>> After two years of working on it in my spare time, I'm releasing my 
>>>>> custom skin weight import/export tool free to the public. Happy Holidays.
>>>>>
>>>>> https://github.com/AKEric/skinner
>>>>>
>>>>> Having built holistic art -> engine pipelines for multiple studios 
>>>>> (Visceral/EA, Sledgehammer Games/Activision, 31st Union/2K), part of 
>>>>> which 
>>>>> include fully procedural rigging solutions, one of the biggest areas that 
>>>>> is missing in that pipeline-subset is a solid/repeatable skin weight 
>>>>> export/import process in Maya.
>>>>>
>>>>> The tools that Maya provides lack features (and can be slow), and 
>>>>> there isn't anything I could find (free or $paid$) that had the 
>>>>> feature-set 
>>>>> I wanted/needed.
>>>>>
>>>>> This tool aims to alleviate *any* issues for the techart team 
>>>>> regardless of industry. It is in-use and proven in AAA game production.
>>>>>
>>>>> I welcome any thoughts/feedback/improvements you have via the github.
>>>>>
>>>>> I should call out this requires Python 3 + numpy & scipi : the docs 
>>>>> explain how to easily install these dependencies on Maya 2022+
>>>>>
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