Insanity made acceptable... How is that possible? Reminds me of a great book about software Dev called "the inmates running the asylum". Appropriate isn't it?
Jb Sent from my iPhone > On 8 Jan 2014, at 06:54, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote: > > Like mentioend couple times before... working in Maya is like walking on > glass legs. Expect every time that everything will collapse under you ;) > > >> On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez <emi...@e-roja.com> wrote: >> This is exactly what I am talking about of the weighing in Maya... I >> forgot to check the lock at some point and... KABOOM.... >> >> >> >> >> 2014/1/7 Meng-Yang Lu <ntmon...@gmail.com> >>> Yup, and that slider that was mentioned earlier is a booby trap that does >>> just that. Throws your weights around willy nilly. That's why there's a >>> ancient workflow of adding influence only and never subtracting. >>> >>> -Lu >>> >>> >>>> On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling >>>> <sebastien.sterl...@gmail.com> wrote: >>>> I was quite shocked to learn from riggers in my last job, that in maya you >>>> have to "lock all bones but the ones you want to weight to via small tick >>>> boxes" failure to do so aparently causing maya to through random >>>> influences around... >>>> >>>> >>>>> On 8 January 2014 02:22, Alan Fregtman <alan.fregt...@gmail.com> wrote: >>>>> Last time I had to use Maya I would use Crosswalk to transfer the skinned >>>>> mesh from Maya to Soft, do my weighting in home sweet home, then I wrote >>>>> an exporter that saved out my weights in the "cometSaveWeights" format. >>>>> Life saver! >>>>> >>>>> >>>>> >>>>>> On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron <car...@gmail.com> wrote: >>>>>> arg, figured it out. >>>>>> >>>>>> import pymel.core as pm >>>>>> pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True)) >>>>>> >>>>>> best UI ever! >>>>>> >>>>>> >>>>>>> On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron <car...@gmail.com> wrote: >>>>>>> this thread is some what well timed... i am in maya right now. i need >>>>>>> to get a mesh and its skin/envelope into softimage. i did not rig this >>>>>>> object and i don't know enough about maya to try and understand it >>>>>>> through inspection. in softimage i would select the mesh, then select >>>>>>> the deformers from envelope, then key frame those objects and remove >>>>>>> the constraints on them in mass with 'remove all constraints' >>>>>>> >>>>>>> is NONE of that doable in maya? cause i am having a hell of a time >>>>>>> figuring it out. >>>>>>> >>>>>>> s >