Per
"This would be my guess as well; there likely needs to be a version of
Skinner for each version of Maya, possibly per platform."

That's the sinking suspicion I am having. Which makes PyArmor basically
useless as a distribution tool.  I don't have a linux/Mac box, nor do I
want to maintain x# versions of Maya at the same time + have to reobfuscate
this bleh.

I'm waiting to hear back from the devs on this.

The recent version I obfuscated is on the current beta, which is
technically... 2024(?)

"why so hard", lol

On Tue, Jan 24, 2023 at 6:20 AM Dag Isaksson <dag.isaks...@gmail.com> wrote:

> Oh, and I'm using Windows 10 and Maya 2023
>
> tisdag 24 januari 2023 kl. 15:18:48 UTC+1 skrev Dag Isaksson:
>
>> Thank you!
>> Yes, that fixes the problem.
>>
>> söndag 22 januari 2023 kl. 00:21:29 UTC+1 skrev AK Eric:
>> 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 <war...@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.is...@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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