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-3DrBL5Ou9MRc
f the things I'm really missing!
Cheers,
Matt
On 19 December 2016 at 08:31, Oz Adi
mailto:oz@playtech.com>> wrote:
Thanks Ahmidou,
this is very helpful!
☺
From:
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...
I've been down this sad path for the past two years, and I still get pissed
every time I use Maya.
weight painting in maya is really shitty, I would recommend trying this
plugin: http://www.ngskintools.com/
I tried writing in Python some weight painting functionality that is missing in
maya, bu
Subject: Re: ot: writing Re-Assign Locally for Maya
Hi,
You need to test the distance against points the lines defined by bones and
their childs. Search for "point to line distance"
Le 18 déc. 2016 07:14, "Oz Adi"
mailto:oz@playtech.com>> a écrit :
Hi,
I am really
Hi,
I am really missing "Re-Assign Locally" for envelopes, in Maya, so I wrote a
simple Python script.
The script calculates weight by distance, between each selected point to each
selected joint, using the formula
in the attached file, I then assign those values back to the skin cluster..
The
searchReplaceNames "l_" "r_" "hierarchy";
On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi
mailto:oz@playtech.com>> wrote:
Thanks,
Seems like a basic rigging tool that needs to be in every 3d package, to be
able to mirror a complete rig..
I’ve already built the oth
aceNames "l_" "r_" "hierarchy";
On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi
mailto:oz@playtech.com>> wrote:
Thanks,
Seems like a basic rigging tool that needs to be in every 3d package, to be
able to mirror a complete rig..
I’ve already built the other sid
Thanks,
Seems like a basic rigging tool that needs to be in every 3d package, to be
able to mirror a complete rig..
I’ve already built the other side from scratch, it wasn’t a big complex rig,
but it was a waste of time :/
I have not scripted for a few years now.. I’ll have to refresh my Jscript
16 at 9:35 AM, Oz Adi
mailto:oz@playtech.com>> wrote:
Hi, and sorry for the off topic, but this might be the best place to ask, as
there are many professionals here who knows both Soft and Maya.
As the subject implies, I am having trouble symmetrizing a group in Maya, that
consists of an
Hi, and sorry for the off topic, but this might be the best place to ask, as
there are many professionals here who knows both Soft and Maya.
As the subject implies, I am having trouble symmetrizing a group in Maya, that
consists of an IK chain, bound mesh, a couple of parent constraints and poin
Maya at the moment.. I am on the 48th floor
and the thought of jumping out, out of frustration crossed my mind a few
times.. hehe j/k
At least it’s good to know there’s such a tool for maya, my arranged-wife at
the moment :/
@Oz Adi, tudah, i remember this and was searching for him but didnt find
There’s this website form 2006:
http://www.characteranimator.com/movies/character_td.html
he is using Softimage, and did a pretty cool tool with camera lattice.. check
out the first video, deformation grid
Maybe this guy is on this list? ☺
From: softimage-boun...@listproc.autodesk.com
[mailto
Tried the autokey on 2105 sp2 with a GTX980, it doesn’t work good.. saves keys
only when releasing the mouse, and does not allow me
to move the object freely, just an axis at a time..
Remembering channels from SI|3D, I managed to get it to work (sort of) in XSI,
Under the animation panel, Device
I had a few characters rigged with Gear, that played nice in viewport, but when
rendering on certain frames, some controllers went crazy, then on the next
frame it seemed
To be fine..
It was random, and happened only during render (on a single machine),
everything was fine in the viewport.
My s
Have you tried storing the base layer as a clip on the mixer, then exporting
the mixer itself along with it’s animation layers containers,
Then importing the mixer to a different identical rig.
it seems to work, but object names must be identical.
I am moving animation from one character ont
get current on
Subs, before then being able to get 2015.
Thx,
Graham
From: Oz Adi mailto:oz@playtech.com>>
Reply-To:
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>"
mailto:softimage@listproc.autodesk.com>>
Date: Monday, 20 Octob
Hi All,
We have 2 softimage 2013 licenses, and we need to upgrade to 2015
The only option I could find on AD site to get Soft 2015, is via the ultimate
bundle..
Is this really the only option?
Can't we upgrade our 2013 to 2015? Or buy new soft 2015 licenses?
I am breaking my head on AD awfull we
interested, you
can contact him through his website.
His solutions are for Maya, but he is a really talented guy, and may be able to
help you out.
http://mocap.ca/
Adam
On Tue, Apr 9, 2013 at 8:07 AM, Oz Adi
mailto:oz@playtech.com>> wrote:
Hello,
Sorry for the OT on my first post.
This
s,
Oz.
[cid:image004.png@01CB7AA7.1FC59280]
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