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
> 

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