Those are unrelated problems.
Interpolators and better initial weight assignments are fine in Maya, if a
bit black boxed, possibly better than in Soft in fact, where DQ was ICE
only and initial assignment was always simplistic in the extreme.
The data is, ultimately, rather the same.
The problem i
Do you reckon they will ever address this ? or will they just keep throwing
pointless skinning algorythms at it every year, i expect that there excuse
is that if they changed it, they might insta-fuck every production
currently running at that time. A prim example of why Forcing people to
adopt a r
In all fairness it's certainly not the same.
Maya's ordering of operations and lack of entry points you can work with is
enough to make it not the same.
The smooth tool is certainly not the same at a very fundamental level in
how and what it averages.
Less colourful is one thing, lacking in multi-e
Ugh. Nightmares. Maya has the WORST weighting tools out there that I know of
(not that I know them all, mind you). That drove me crazy. Forget to do it, and
you're one smooth/flood operation away from a world of pain and suffering. It's
crazy how bad the workflow is. There are things I really li
Remember to lock everything but the joints you are working on, or you will
DIE !
On 3 September 2014 21:36, Sergio Mucino wrote:
> Depending on what kind of joint chains you have, and the kind of topology
> you're working on, you may find that the Weight Hammer works wonders. Just
> select the
Depending on what kind of joint chains you have, and the kind of topology
you're working on, you may find that the Weight Hammer works wonders. Just
select the vertices you want to smooth, and hammer the sh*** outta them! (I
love using it on things like fingers... Can get those deformations nail
I see what your saying. But i have been know to Bind then remove the
default weights and then paint it back, as per what I need. But I suggest
some loud music in your head phones, to drown out the angry voices in your
head!
or do it in soft and fbx it back save off the weights and load them on to
honestly I have a lot of joints in this character and Im finding it
difficult to get even smoothing along many joints. The only way I can see
to do this is to 'flood' the mesh, which isnt what i want, I was hoping
just to paint the smooth but thats not giving me good results either.
On Wed, Sep 3
What is the issue, speed of interaction with dense geometry or complexity
of model hierarchies?
On 3 Sep 2014 20:30, "Will Sharkey" wrote:
> Im attempting to paint weights on a fairly complex creature and it is a
> bit of a pain. I seem to recall people saying that the built in weighting
> tools
In fairness it 's the same, it just looks different, less colourful. Though
you should consider you morph's first before you bind your mesh. Adding
additional morphs target after a bind can cause you headaches.
Ben
On 3 September 2014 20:34, Eric Thivierge wrote:
> Yes that is the one and only
Yes that is the one and only skinning tool I hear of these days in
Maya. :)
On Wednesday, September 03, 2014 3:29:58 PM, Will Sharkey wrote:
Im attempting to paint weights on a fairly complex creature and it is
a bit of a pain. I seem to recall people saying that the built in
weighting tools in
Im attempting to paint weights on a fairly complex creature and it is a bit
of a pain. I seem to recall people saying that the built in weighting tools
in Maya aren't great. What were other options?
I think somebody mentioned ngSkinTools and that seems pretty cool. Is that
still a top choice?
At
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