Re: Maya's reassign locally?
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.highend3d.com_maya_script_ld-5Fanimtocurve-2Dfor-2Dmaya&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=uencpeE61AcNMTxoKi_w1U4xd3JnOiOE-4QMvL62UuM&s=PBGBJ1dZ6nZr_wJwGLTYSC_CUwNJ5HJFhKNXb0CmCn4&e= ;) On Tue, Feb 13, 2018 at 10:17 AM, Morten Bartholdy wrote: > I totally get you. I actually try and find out how to do things in Maya > and do it the Maya way (ie. usually clumsy) but every now and then I have > to give up because it takes too long and get things done in XSI. > > Try in Maya plotting a curve from a moving object in order to deform some > geo on the curve - loong and painstakingly clumsy procedure - 1-2 minutes > of work in XSI including the IO procedure. > > Morten > > > > Den 13. februar 2018 klokken 10:06 skrev David Saber >: > > > > > > Thanks all for the help! : ) > > > > I like Olivier's method. If only I could still use it!! > > > > See you, > > > > David > > > > > > On 2018-02-12 18:17, David Saber wrote: > > > How can I select a bunch of vertex in Maya and tell him they should be > > > assigned to one bone only? > > > > > > -- > > > Softimage Mailing List. > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
RE: [EXT] Maya's reassign locally?
In ngSkinTools you can select vertices, then select 1 or more joints from a list, and then assign weights of selected vertices to those joints I think in this video you can see how to do it in ngskintools: https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DrBL5Ou9MRcI&d=DwIF_Q&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=90rXTnv3xO4-FNF3GKjHQM5fxpyypswPmfJrvK9q4aQ&s=OsgJb8ZC6rBDrBRhDWIDgs8fRQvY2p5xExwC3IPF1oA&e= I wrote a python script in Maya to do a Softimage-reassign-localy, but it only works sometimes ;) The ngskintools options are a good replacement imo. -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber Sent: יום ב 12 פברואר 2018 19:17 To: Official Softimage Users Mailing List. https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIF_Q&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=90rXTnv3xO4-FNF3GKjHQM5fxpyypswPmfJrvK9q4aQ&s=LdHdFGSKl7s8mDY7vnLXC6E52ld3NNHz7Ec4e73Ox_g&e= Subject: [EXT] Maya's reassign locally? How can I select a bunch of vertex in Maya and tell him they should be assigned to one bone only? -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. This communication (including any attachments) is sent on behalf of Playtech plc or one of its subsidiaries (Playtech Group). It contains information which is confidential and privileged. If you are not the intended recipient, please notify the sender immediately and destroy any copies of this communication. Unless expressly stated to the contrary, nothing in this communication constitutes a contractual offer capable of acceptance or indicates intention to create legal relations or grant any rights. The Playtech Group monitors communications sent or received by it for security and other purposes. Any views or opinions presented are solely those of the author and do not necessarily represent those of the Playtech Group -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
I second Alan's sentiment. Go with NG skintools. The Maya paints are an exercise in futility and frustration. On Tue, Feb 13, 2018 at 7:48 AM, Anto Matkovic wrote: > It highlights the particular joint weights by selecting in list of Paint > Weights Tool ToolSettings - equivalent of selecting in list of SI Weight > Paint Panel - that's what I've used in SI, too, method suggested by Stefan. > Otherwise, Ng skin tools has a number of SI like options, like smoothing > the entire array of influences at once, not only one selected influence. > And more. > Another only Maya option I've found really nice, is ability to quick > export the weightmaps as bitmaps and manage everything in another way ( > this works as long as there is a non-overlapping UV on object, and > joint-bitmaps names are matching). These days I'm playing with small setup > in Houdini, able to create skin weights procedurally in Houdini and replace > some of these bitmaps created by Maya, it seems to be really promising. > As it is mentioned already, there are thousands of available scripts for > all purposes, whenever I got idea to script something, there was ready > solution on internet - so by this tempo, I'm afraid I'll never learn MEL > properly > While, yeah, nothing of that is quick and streamlined like Softimage. > About managing the related nodes, here's RMB on top right corner of > Attribute Editor, generally (generally... ) this displays entire DG chain > as a list (no need to run through tabs). > > -- > > - painting skin weights: in Soft, pick a bone in the viewport, paint, > pick another bone, paint. In Maya the workflow in slower. > > - in soft, when I select a bone in the weight editor, it's highlighted > in the viewport. In Maya it's the assigned vertex that are highlighted. > But this is not handy when you stumble upon a bone which do not have any > vertex assigned to it. > > > > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
It highlights the particular joint weights by selecting in list of Paint Weights Tool ToolSettings - equivalent of selecting in list of SI Weight Paint Panel - that's what I've used in SI, too, method suggested by Stefan. Otherwise, Ng skin tools has a number of SI like options, like smoothing the entire array of influences at once, not only one selected influence. And more.Another only Maya option I've found really nice, is ability to quick export the weightmaps as bitmaps and manage everything in another way ( this works as long as there is a non-overlapping UV on object, and joint-bitmaps names are matching). These days I'm playing with small setup in Houdini, able to create skin weights procedurally in Houdini and replace some of these bitmaps created by Maya, it seems to be really promising.As it is mentioned already, there are thousands of available scripts for all purposes, whenever I got idea to script something, there was ready solution on internet - so by this tempo, I'm afraid I'll never learn MEL properlyWhile, yeah, nothing of that is quick and streamlined like Softimage.About managing the related nodes, here's RMB on top right corner of Attribute Editor, generally (generally... ) this displays entire DG chain as a list (no need to run through tabs). - painting skin weights: in Soft, pick a bone in the viewport, paint, pick another bone, paint. In Maya the workflow in slower. - in soft, when I select a bone in the weight editor, it's highlighted in the viewport. In Maya it's the assigned vertex that are highlighted. But this is not handy when you stumble upon a bone which do not have any vertex assigned to it. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
Well I find Maya less disappointing than what I expected : it's a complete software and it's reassuring to find the same tools I had in Softimage, but globally Maya seems less intuitive than Softimage. I never tried to duplicate objects through animation yet in Maya, but some other examples would be: - painting skin weights: in Soft, pick a bone in the viewport, paint, pick another bone, paint. In Maya the workflow in slower. - in soft, when I select a bone in the weight editor, it's highlighted in the viewport. In Maya it's the assigned vertex that are highlighted. But this is not handy when you stumble upon a bone which do not have any vertex assigned to it. - In Soft, you parent everything under a model-null and in the scene explorer you can unfold every node under the bone. In Maya, when I parent a skeleton hierarchy or a character key set under and asset, they are still visible under the root of the Outliner. AND they are visible under the asset! To change that you have to change some kind of Outliner view mode (advanced asset content): there are 4 of them but NONE of them is satisfying as for organizing the Outliner in a logical way. This drives me crazy. That's when I miss XSI David On 2018-02-13 10:17, Morten Bartholdy wrote: > I totally get you. I actually try and find out how to do things in Maya and > do it the Maya way (ie. usually clumsy) but every now and then I have to give > up because it takes too long and get things done in XSI. > > Try in Maya plotting a curve from a moving object in order to deform some geo > on the curve - loong and painstakingly clumsy procedure - 1-2 minutes of work > in XSI including the IO procedure. > > Morten > > >> Den 13. februar 2018 klokken 10:06 skrev David Saber : >> >> >> Thanks all for the help! : ) >> >> I like Olivier's method. If only I could still use it!! >> >> See you, >> >> David >> >> >> On 2018-02-12 18:17, David Saber wrote: >>> How can I select a bunch of vertex in Maya and tell him they should be >>> assigned to one bone only? >>> >>> -- >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >>> "unsubscribe" in the subject, and reply to confirm. >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >> "unsubscribe" in the subject, and reply to confirm. > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
I totally get you. I actually try and find out how to do things in Maya and do it the Maya way (ie. usually clumsy) but every now and then I have to give up because it takes too long and get things done in XSI. Try in Maya plotting a curve from a moving object in order to deform some geo on the curve - loong and painstakingly clumsy procedure - 1-2 minutes of work in XSI including the IO procedure. Morten > Den 13. februar 2018 klokken 10:06 skrev David Saber : > > > Thanks all for the help! : ) > > I like Olivier's method. If only I could still use it!! > > See you, > > David > > > On 2018-02-12 18:17, David Saber wrote: > > How can I select a bunch of vertex in Maya and tell him they should be > > assigned to one bone only? > > > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > > "unsubscribe" in the subject, and reply to confirm. > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
Thanks all for the help! : ) I like Olivier's method. If only I could still use it!! See you, David On 2018-02-12 18:17, David Saber wrote: > How can I select a bunch of vertex in Maya and tell him they should be > assigned to one bone only? > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
I highly recommend using ngSkinTools: https://urldefense.proofpoint.com/v2/url?u=https-3A__www.ngskintools.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=aQHsGRdso8tvZCkO6HrYSmAcINHO1bwOP0EmASGs7ko&s=-V0Fo4KWClVx4y5d_4cSySd1XXqQaGfKHgsKJB_dzJk&e= It's the only way to retain your sanity from the perils of Maya's dreadful skin weight normalization behavior. On 2/12/18 at 9:23 PM, Martin wrote: If you want a pick tool like Softimage’s, well there isn’t. You have Stefan’s way with the paint skin weights tool, or you could do it in your component the editor, which I think it’s easier. Like you would do it with softimage weight editor. Or you could script it, or use someone else script :D Years ago, when I couldn’t script in Maya I used to use a mel script called Max Skinning Weight Tool. Martin Sent from my iPhone On Feb 13, 2018, at 3:32, Stefan Kubicek wrote: Select the mesh that contains the skinned vertices you want to assign, open the paint skin weights tool panel. Select all vertices you want to assign to a single joint manually, or right-click on one of the joints in the tool panel joint list and choose "Select Vertices". Select the joint you want to assign them to and enter 1.0 for the paint "Value", then press "Flood". This will assign a weight of 1,0 to all selected vertices for the joint selected in the weight painter tool joint list. Stefan On 12.02.2018 18:17, David Saber wrote: How can I select a bunch of vertex in Maya and tell him they should be assigned to one bone only? -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
If you want a pick tool like Softimage’s, well there isn’t. You have Stefan’s way with the paint skin weights tool, or you could do it in your component the editor, which I think it’s easier. Like you would do it with softimage weight editor. Or you could script it, or use someone else script :D Years ago, when I couldn’t script in Maya I used to use a mel script called Max Skinning Weight Tool. Martin Sent from my iPhone > On Feb 13, 2018, at 3:32, Stefan Kubicek wrote: > > Select the mesh that contains the skinned vertices you want to assign, > open the paint skin weights tool panel. Select all vertices you want to > assign to a single joint manually, or right-click on one of the joints > in the tool panel joint list and choose "Select Vertices". > Select the joint you want to assign them to and enter 1.0 for the paint > "Value", then press "Flood". This will assign a weight of 1,0 to all > selected vertices for the joint selected in the weight painter tool > joint list. > > > Stefan > >> On 12.02.2018 18:17, David Saber wrote: >> How can I select a bunch of vertex in Maya and tell him they should be >> assigned to one bone only? >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >> "unsubscribe" in the subject, and reply to confirm. >> > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
Select the mesh that contains the skinned vertices you want to assign, open the paint skin weights tool panel. Select all vertices you want to assign to a single joint manually, or right-click on one of the joints in the tool panel joint list and choose "Select Vertices". Select the joint you want to assign them to and enter 1.0 for the paint "Value", then press "Flood". This will assign a weight of 1,0 to all selected vertices for the joint selected in the weight painter tool joint list. Stefan On 12.02.2018 18:17, David Saber wrote: > How can I select a bunch of vertex in Maya and tell him they should be > assigned to one bone only? > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Maya's reassign locally?
Maya : File/Quit Open Softimage Reassign localy Just kidding ;) 2018-02-12 18:17 GMT+01:00 David Saber : > How can I select a bunch of vertex in Maya and tell him they should be > assigned to one bone only? > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Maya's reassign locally?
How can I select a bunch of vertex in Maya and tell him they should be assigned to one bone only? -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.