I second Alan's sentiment. Go with NG skintools. The Maya paints are an
exercise in futility and frustration.

On Tue, Feb 13, 2018 at 7:48 AM, Anto Matkovic <a...@matkovic.com> wrote:

> It highlights the particular joint weights by selecting in list of Paint
> Weights Tool ToolSettings - equivalent of selecting in list of SI Weight
> Paint Panel - that's what I've used in SI, too, method suggested by Stefan.
> Otherwise, Ng skin tools has a number of SI like options, like smoothing
> the entire array of influences at once, not only one selected influence.
> And more.
> Another only Maya option I've found really nice, is ability to quick
> export the weightmaps as bitmaps and manage everything in another way (
> this works as long as there is a non-overlapping UV on object, and
> joint-bitmaps names are matching). These days I'm playing with small setup
> in Houdini, able to create skin weights procedurally in Houdini and replace
> some of these bitmaps created by Maya, it seems to be really promising.
> As it is mentioned already, there are thousands of available scripts for
> all purposes, whenever I got idea to script something, there was ready
> solution on internet - so by this tempo, I'm afraid I'll never learn MEL
> properly....
> While, yeah, nothing of that is quick and streamlined like Softimage.
> About managing the related nodes, here's RMB on top right corner of
> Attribute Editor, generally (generally... ) this displays entire DG chain
> as a list (no need to run through tabs).
>
> ------------------------------
>
> - painting skin weights: in Soft, pick a bone in the viewport, paint,
> pick another bone, paint. In Maya the workflow in slower.
>
> - in soft, when I select a bone in the weight editor, it's highlighted
> in the viewport. In Maya it's the assigned vertex that are highlighted.
> But this is not handy when you stumble upon a bone which do not have any
> vertex assigned to it.
>
>
>
>
>
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