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 >> > >