Do you reckon they will ever address this ? or will they just keep throwing
pointless skinning algorythms at it every year, i expect that there excuse
is that if they changed it, they might insta-fuck every production
currently running at that time. A prim example of why Forcing people to
adopt a rigid subscription model will be a disaster,


On 4 September 2014 02:18, Raffaele Fragapane <raffsxsil...@googlemail.com>
wrote:

> In all fairness it's certainly not the same.
> Maya's ordering of operations and lack of entry points you can work with
> is enough to make it not the same.
> The smooth tool is certainly not the same at a very fundamental level in
> how and what it averages.
> Less colourful is one thing, lacking in multi-edit, which is the case, is
> another.
>
> Sorry, but I disagree with this notion that they might be the same, or
> close, and you just have to get used to it.
> Maya's skinning, out of the box, is universally acknowledged as a disgrace.
>
> @Will
> NG-ST goes part way to help with things thanks to a better smooth and
> better propagation tools, especially for shell like meshes, which is why
> it's highly recommended.
>
> The clunkyness one has to live with even with a crapton of skinning tools
> piled on top of the OOTB experience.
>
>
> On Thu, Sep 4, 2014 at 6:11 AM, Ben Beckett <nebbeck...@gmail.com> wrote:
>
>> 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
>>>>
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

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