if you do a lot of bipeds, and you have a base set of deformers with a good naming convention. you can skin a generic biped mesh and use gator to transfer the weights... never use default weighting again.
On Thu, Jan 9, 2014 at 11:32 AM, Martin <furik...@gmail.com> wrote: > Maya's component editor really sucks because of that lock thing. It really > slow my workflow so I usually deal with the export / import to SI and work > there my weighting. > > But when I can, I skin my model in Maya before sending it to SI, because > it has a much better default weighting than SI and Maya bones are easier to > deal with when you do game assets (and FBX convert them nicely into nulls > when importing). With proper settings you can use the default Maya weights > for a test model where precise weights aren't needed. SI weights are pretty > much useless, not even for a mob or test character. You need to re-weight > almost everything manually, and if you work with nulls, it is even worst. > > I haven't used yet that heat skin or whatever from newer Maya versions but > it looks cool. (I only use old versions for work) > > > Martin > Sent from my iPhone > > > Maya has great things for it, but binding and weighting is definitely > not one of them. It's pretty bad, actually. Ok, rant off. > >