Re: OT Maya: Skinning

2014-09-03 Thread Raffaele Fragapane
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

Re: OT Maya: Skinning

2014-09-03 Thread Sebastien Sterling
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

Re: OT Maya: Skinning

2014-09-03 Thread Raffaele Fragapane
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

Re: OT Maya: Skinning

2014-09-03 Thread Sergio Mucino
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

Re: OT Maya: Skinning

2014-09-03 Thread Sebastien Sterling
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

Re: OT Maya: Skinning

2014-09-03 Thread Sergio Mucino
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

Re: OT Maya: Skinning

2014-09-03 Thread Ben Beckett
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

Re: OT Maya: Skinning

2014-09-03 Thread Will Sharkey
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

Re: OT Maya: Skinning

2014-09-03 Thread Rob Chapman
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

Re: OT Maya: Skinning

2014-09-03 Thread Ben Beckett
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

Re: OT Maya: Skinning

2014-09-03 Thread Eric Thivierge
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

OT Maya: Skinning

2014-09-03 Thread Will Sharkey
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