In fairness it 's the same, it just looks different, less colourful. Though
you should consider you morph's first before you bind your mesh. Adding
additional morphs target after a bind can cause you headaches.

Ben


On 3 September 2014 20:34, Eric Thivierge <ethivie...@hybride.com> wrote:

> Yes that is the one and only skinning tool I hear of these days in Maya. :)
>
>
> On Wednesday, September 03, 2014 3:29:58 PM, Will Sharkey wrote:
>
>> Im attempting to paint weights on a fairly complex creature and it is
>> a bit of a pain. I seem to recall people saying that the built in
>> weighting tools in Maya aren't great. What were other options?
>>
>> I think somebody mentioned ngSkinTools and that seems pretty cool. Is
>> that still a top choice?
>>
>> At least the relax/smooth tool looks like it works in the ngSkinTools
>> demo, the built in smooth tool in Maya frustrating.
>>
>> cheers
>>
>
>

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