Re: Maya's reassign locally?

2018-02-12 Thread Alan Fregtman
I highly recommend using ngSkinTools:
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.ngskintools.com=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=aQHsGRdso8tvZCkO6HrYSmAcINHO1bwOP0EmASGs7ko=-V0Fo4KWClVx4y5d_4cSySd1XXqQaGfKHgsKJB_dzJk=

It's the only way to retain your sanity from the perils of Maya's dreadful
skin weight normalization behavior.



On 2/12/18 at 9:23 PM, Martin wrote:

If you want a pick tool like Softimage’s, well there isn’t.

You have Stefan’s way with the paint skin weights tool, or you could do it
in your component the editor, which I think it’s easier. Like you would do
it with softimage weight editor.

Or you could script it, or use someone else script :D

Years ago, when I couldn’t script in Maya I used to use a mel script called
Max Skinning Weight Tool.

Martin
Sent from my iPhone

On Feb 13, 2018, at 3:32, Stefan Kubicek  wrote:

Select the mesh that contains the skinned vertices you want to assign,
open the paint skin weights tool panel. Select all vertices you want to
assign to a single joint manually, or right-click on one of the joints
in the tool panel joint list and choose "Select Vertices".
Select the joint you want to assign them to and enter 1.0 for the paint
"Value", then press "Flood". This will assign a weight of 1,0 to all
selected vertices for the joint selected in the weight painter tool
joint list.


Stefan

On 12.02.2018 18:17, David Saber wrote:
How can I select a bunch of vertex in Maya and tell him they should be
assigned to one bone only?

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Re: Maya's reassign locally?

2018-02-12 Thread Martin
If you want a pick tool like Softimage’s, well there isn’t.

You have Stefan’s way with the paint skin weights tool, or you could do it in 
your component the editor, which I think it’s easier. Like you would do it with 
softimage weight editor.

Or you could script it, or use someone else script :D

Years ago, when I couldn’t script in Maya I used to use a mel script called Max 
Skinning Weight Tool.

Martin
Sent from my iPhone

> On Feb 13, 2018, at 3:32, Stefan Kubicek  wrote:
> 
> Select the mesh that contains the skinned vertices you want to assign, 
> open the paint skin weights tool panel. Select all vertices you want to 
> assign to a single joint manually, or right-click on one of the joints 
> in the tool panel joint list and choose "Select Vertices".
> Select the joint you want to assign them to and enter 1.0 for the paint 
> "Value", then press "Flood". This will assign a weight of 1,0 to all 
> selected vertices for the joint selected in the weight painter tool 
> joint list.
> 
> 
> Stefan
> 
>> On 12.02.2018 18:17, David Saber wrote:
>> How can I select a bunch of vertex in Maya and tell him they should be
>> assigned to one bone only?
>> 
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>> "unsubscribe" in the subject, and reply to confirm.
>> 
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Re: Maya's reassign locally?

2018-02-12 Thread Stefan Kubicek
Select the mesh that contains the skinned vertices you want to assign, 
open the paint skin weights tool panel. Select all vertices you want to 
assign to a single joint manually, or right-click on one of the joints 
in the tool panel joint list and choose "Select Vertices".
Select the joint you want to assign them to and enter 1.0 for the paint 
"Value", then press "Flood". This will assign a weight of 1,0 to all 
selected vertices for the joint selected in the weight painter tool 
joint list.


Stefan

On 12.02.2018 18:17, David Saber wrote:
> How can I select a bunch of vertex in Maya and tell him they should be
> assigned to one bone only?
> 
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> "unsubscribe" in the subject, and reply to confirm.
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Re: Maya's reassign locally?

2018-02-12 Thread Olivier Jeannel
Maya : File/Quit

Open Softimage

Reassign localy



Just kidding ;)

2018-02-12 18:17 GMT+01:00 David Saber :

> How can I select a bunch of vertex in Maya and tell him they should be
> assigned to one bone only?
>
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Maya's reassign locally?

2018-02-12 Thread David Saber
How can I select a bunch of vertex in Maya and tell him they should be 
assigned to one bone only?

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Re: Friday Flashback #330

2018-02-12 Thread Andi Farhall


and clients came with budgets

From: softimage-boun...@listproc.autodesk.com 
 on behalf of Sven Constable 

Sent: 11 February 2018 03:29:43
To: 'Official Softimage Users Mailing List. 
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Subject: RE: Friday Flashback #330

That time was more interesting, wasn't it? We had to fight against technical
limitations and prepare a ground for anything. 3D was so exciting and new,
we had everything under control. Then it became standard and we loose
grounds. I'm kidding. Not loosing grounds :) But 3D is not the same as it
were back then.
Sometimes I miss the old days, when 3D was expensive and rare.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Sunday, February 11, 2018 3:43 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback #330

I meant working in the 'Dot Com' era nearly killed a lot of us too as we
were putting in so many hours with (by today's standards) very primitive
tools in what was the wild west of 3D's uprising as a medium.

Working with stop-motion was a long and grueling process too, but there was
a structure and process to it and your lives had a rhythm which could be
managed.

Working in digital was the wild west where everything was an experiment
because few standards had been established yet.  That required lots of trial
and error to figure it all out, and then lots of lobbying to get your
methods accepted and adopted as the way to do it.  Apply all that on top of
back breaking production schedules to get content produced was very hard on
animators.  In the early part of my career, it wasn't unusual for me to
spend 100-120 hours per week at the office.  There was an 14 month stretch
where I almost never saw the sun other than when in transit to get lunch.  A
lot of that was from working for heavily mismanaged studios with large
ambitions and big budgets.  Gave me access to technologies and top tier
programmers I wouldn't have had otherwise, but came at the cost of personal
well being as deadlines were extremely unrealistic, and failure to deliver
meant closure of the studio and loss of job (which eventually happened
anyway).  Back in those days hardware and software were too expensive to
purchase for home use, so if you needed a demo reel, you were likely using
company equipment in the off hours.  So, you either did the work, or you
didn't work at all.

Matt





Date: Sun, 11 Feb 2018 02:39:58 +0100
From: "Sven Constable" 
Subject: RE: Friday Flashback #330
To: "'Official Softimage Users Mailing List.
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Oh I think I misunderstood you when you said It killed us. You meant killing
in a positive way, right? Sorry, that was lost in translation.
Sven


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