Re: OT Maya: Skinning
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 is Maya's interaction model, editors, and data manipulation tools make it harder to produce, visualize and refine the skinning maps than it is in XSI. It could be fixed and not change a single thing for existing assets, as the issues are in how you deal with the data and the process, not the final data or nodes as they exist. Using NGSkin, in example, doesn't mean your assets will depend on it. Same with better and more generalized attribute transfers, it could be done and not affect a single asset a dozen years back. It's just a matter of priorities and having the foundation work to support better editing in a slicker manner. On Thu, Sep 4, 2014 at 4:06 PM, Sebastien Sterling < sebastien.sterl...@gmail.com> wrote: > 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 rigid subscription model will be a disaster, > >
Re: OT Maya: Skinning
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 rigid subscription model will be a disaster, On 4 September 2014 02:18, Raffaele Fragapane wrote: > 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-edit, which is the case, is > another. > > Sorry, but I disagree with this notion that they might be the same, or > close, and you just have to get used to it. > Maya's skinning, out of the box, is universally acknowledged as a disgrace. > > @Will > NG-ST goes part way to help with things thanks to a better smooth and > better propagation tools, especially for shell like meshes, which is why > it's highly recommended. > > The clunkyness one has to live with even with a crapton of skinning tools > piled on top of the OOTB experience. > > > On Thu, Sep 4, 2014 at 6:11 AM, Ben Beckett wrote: > >> 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 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 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 least the relax/smooth tool looks like it works in the ngSkinTools demo, the built in smooth tool in Maya frustrating. cheers >>> >>> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >
Re: OT Maya: Skinning
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-edit, which is the case, is another. Sorry, but I disagree with this notion that they might be the same, or close, and you just have to get used to it. Maya's skinning, out of the box, is universally acknowledged as a disgrace. @Will NG-ST goes part way to help with things thanks to a better smooth and better propagation tools, especially for shell like meshes, which is why it's highly recommended. The clunkyness one has to live with even with a crapton of skinning tools piled on top of the OOTB experience. On Thu, Sep 4, 2014 at 6:11 AM, Ben Beckett wrote: > 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 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 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 least the relax/smooth tool looks like it works in the ngSkinTools >>> demo, the built in smooth tool in Maya frustrating. >>> >>> cheers >>> >> >> > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: OT Maya: Skinning
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 liked (like the Weights table, or the Weights Hammer), but the rest is just a medieval torture machine. Unbelievable. Sergio Muciño. Sent from my iPad. > On Sep 3, 2014, at 6:48 PM, Sebastien Sterling > wrote: > > 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 vertices you want to smooth, and hammer the sh*** outta them! (I >> love using it on things like fingers... Can get those deformations nailed in >> no time). >> >> Sergio Muciño. >> Sent from my iPad. >> >>> On Sep 3, 2014, at 4:20 PM, Will Sharkey wrote: >>> >>> 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, 2014 at 4:12 PM, Rob Chapman wrote: 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 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 least the relax/smooth tool looks like it works in the ngSkinTools > demo, the built in smooth tool in Maya frustrating. > > cheers >>> >
Re: OT Maya: Skinning
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 vertices you want to smooth, and hammer the sh*** outta them! (I > love using it on things like fingers... Can get those deformations nailed > in no time). > > Sergio Muciño. > Sent from my iPad. > > On Sep 3, 2014, at 4:20 PM, Will Sharkey wrote: > > 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, 2014 at 4:12 PM, Rob Chapman wrote: > >> 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 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 least the relax/smooth tool looks like it works in the ngSkinTools >>> demo, the built in smooth tool in Maya frustrating. >>> >>> cheers >>> >> >
Re: OT Maya: Skinning
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 nailed in no time). Sergio Muciño. Sent from my iPad. > On Sep 3, 2014, at 4:20 PM, Will Sharkey wrote: > > 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, 2014 at 4:12 PM, Rob Chapman wrote: >> 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 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 least the relax/smooth tool looks like it works in the ngSkinTools demo, >>> the built in smooth tool in Maya frustrating. >>> >>> cheers >
Re: OT Maya: Skinning
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 your maya rig. Ben On 3 September 2014 21:20, Will Sharkey wrote: > 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, 2014 at 4:12 PM, Rob Chapman wrote: > >> 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 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 least the relax/smooth tool looks like it works in the ngSkinTools >>> demo, the built in smooth tool in Maya frustrating. >>> >>> cheers >>> >> >
Re: OT Maya: Skinning
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, 2014 at 4:12 PM, Rob Chapman wrote: > 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 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 least the relax/smooth tool looks like it works in the ngSkinTools >> demo, the built in smooth tool in Maya frustrating. >> >> cheers >> >
Re: OT Maya: Skinning
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 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 least the relax/smooth tool looks like it works in the ngSkinTools > demo, the built in smooth tool in Maya frustrating. > > cheers >
Re: OT Maya: Skinning
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 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 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 least the relax/smooth tool looks like it works in the ngSkinTools >> demo, the built in smooth tool in Maya frustrating. >> >> cheers >> > >
Re: affordable Mocap on kickstart
There has been quite some discussion around that thing on LinkedIn. I suspect that it will suffer the same problems as other magnetic-field-based systems: It will be hard to operate in environments with lots of steel (e.g. steel concrete), and lack proper capturing of jumping characters (depending on how good the software detects such situations). Other than that the price is certainly hard to beat. If it really works as advertised you'll get a lot for your money. I think I'm going to buy two ( the 1000$ offer ) of those, it looks like pretty damn good and it comes with finger tracking too... Only downsides: - Software to process data has no price yet ( pro version, basic version is free without data cleaning and other stuff ) - Customs costs from China are ridicosously expensive in Europe ( around 30% ) For this price I think that is a good deal, since the profession mocap suit cost around 35-40k last time I checked Haven't tried any of their previous mocap system, but they look legit and professional 2014-09-03 16:29 GMT+02:00 Daniel Sweeney : Hey List, Just wondered if anyone had saw this and what thoughts they had on it? had anyone tried this companies previous mocap system? https://www.kickstarter.com/projects/1663270989/project-perception-neuron Cheers Daniel Sweeney 3D Creative Director Mobile: +44 (0)7743429771 Email: dan...@northforge.co.uk Web: http://northforge.co.uk -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: OT Maya: Skinning
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 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 least the relax/smooth tool looks like it works in the ngSkinTools demo, the built in smooth tool in Maya frustrating. cheers
OT Maya: Skinning
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 least the relax/smooth tool looks like it works in the ngSkinTools demo, the built in smooth tool in Maya frustrating. cheers
Re: affordable Mocap on kickstart
I think I'm going to buy two ( the 1000$ offer ) of those, it looks like pretty damn good and it comes with finger tracking too... Only downsides: - Software to process data has no price yet ( pro version, basic version is free without data cleaning and other stuff ) - Customs costs from China are ridicosously expensive in Europe ( around 30% ) For this price I think that is a good deal, since the profession mocap suit cost around 35-40k last time I checked Haven't tried any of their previous mocap system, but they look legit and professional 2014-09-03 16:29 GMT+02:00 Daniel Sweeney : > Hey List, > > Just wondered if anyone had saw this and what thoughts they had on it? > > had anyone tried this companies previous mocap system? > > https://www.kickstarter.com/projects/1663270989/project-perception-neuron > > Cheers > > > Daniel Sweeney > 3D Creative Director > > *Mobile:* +44 (0)7743429771 > *Email:* dan...@northforge.co.uk > *Web:* http://northforge.co.uk >
affordable Mocap on kickstart
Hey List, Just wondered if anyone had saw this and what thoughts they had on it? had anyone tried this companies previous mocap system? https://www.kickstarter.com/projects/1663270989/project-perception-neuron Cheers Daniel Sweeney 3D Creative Director *Mobile:* +44 (0)7743429771 *Email:* dan...@northforge.co.uk *Web:* http://northforge.co.uk