Erix, this version fixed it for me in Maya 2023.3 on windows.

Previous versions gave me the pyarmor marshal loads issue

Thanks for the update
Dave

On Sun, Jan 22, 2023 at 9:21 AM Eric Pavey <warp...@gmail.com> wrote:

> I've reobfuscated the modules and made a new release:
> https://github.com/AKEric/skinner/releases/tag/Reobfuscate
>
> See if that fixes the bug?  I have my doubts, but since I can't repro it,
> it's hard to test/fix.
>
> On Sat, Jan 21, 2023 at 3:02 PM Eric Pavey <warp...@gmail.com> wrote:
>
>> The 'Marshal loads failed' is the key : This is a bug that some people
>> get, but others (including myself) don't.  I know this tool is in use
>> across multiple studios in their pipelines, so I have yet to track down why
>> for some people it fails.
>>
>> I *think *it has to do with how the code is obfuscated by pyarmor, since
>> I don't use the marshal module in any of my code, but pyarmor does.   I've
>> tested it on Windows 10, Maya 2022, 2023, 2024.
>>
>> Can you let me know what version of Maya you're on, and what version of
>> Windows?
>>
>> On Sat, Jan 21, 2023 at 2:00 AM Dag Isaksson <dag.isaks...@gmail.com>
>> wrote:
>>
>>> 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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