Re: Maya's reassign locally?

2018-02-15 Thread Marco Peixoto
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.highend3d.com_maya_script_ld-5Fanimtocurve-2Dfor-2Dmaya=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=uencpeE61AcNMTxoKi_w1U4xd3JnOiOE-4QMvL62UuM=PBGBJ1dZ6nZr_wJwGLTYSC_CUwNJ5HJFhKNXb0CmCn4=

;)

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.
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> with "unsubscribe" in the subject, and reply to confirm.
> >
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Re: Maya's reassign locally?

2018-02-13 Thread Adam Sale
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.
>
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Re: Maya's reassign locally?

2018-02-13 Thread Anto Matkovic
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.




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Re: Maya's reassign locally?

2018-02-13 Thread David Saber
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.
> --
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> "unsubscribe" in the subject, and reply to confirm.

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Re: Maya's reassign locally?

2018-02-13 Thread Morten Bartholdy
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.
> 
> --
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> "unsubscribe" in the subject, and reply to confirm.
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Re: Maya's reassign locally?

2018-02-13 Thread 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.

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Re: Maya's reassign locally?

2018-02-12 Thread Alan Fregtman
I highly recommend using ngSkinTools:
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.ngskintools.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=aQHsGRdso8tvZCkO6HrYSmAcINHO1bwOP0EmASGs7ko=-V0Fo4KWClVx4y5d_4cSySd1XXqQaGfKHgsKJB_dzJk=

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?

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Re: Maya's reassign locally?

2018-02-12 Thread Martin
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.
>> 
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> "unsubscribe" in the subject, and reply to confirm.

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Re: Maya's reassign locally?

2018-02-12 Thread Stefan Kubicek
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.
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> "unsubscribe" in the subject, and reply to confirm.
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Re: Maya's reassign locally?

2018-02-12 Thread Olivier Jeannel
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?
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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