if you do a lot of bipeds, and you have a base set of deformers with a good
naming convention. you can skin a generic biped mesh and use gator to
transfer the weights... never use default weighting again.


On Thu, Jan 9, 2014 at 11:32 AM, Martin <furik...@gmail.com> wrote:

> Maya's component editor really sucks because of that lock thing. It really
> slow my workflow so I usually deal with the export / import to SI and work
> there my weighting.
>
> But when I can, I skin my model in Maya before sending it to SI, because
> it has a much better default weighting than SI and Maya bones are easier to
> deal with when you do game assets (and FBX convert them nicely into nulls
> when importing). With proper settings you can use the default Maya weights
> for a test model where precise weights aren't needed. SI weights are pretty
> much useless, not even for a mob or test character. You need to re-weight
> almost everything manually, and if you work with nulls, it is even worst.
>
> I haven't used yet that heat skin or whatever from newer Maya versions but
> it looks cool. (I only use old versions for work)
>
>
> Martin
> Sent from my iPhone
>
> > Maya has great things for it, but binding and weighting is definitely
> not one of them. It's pretty bad, actually. Ok, rant off.
>
>

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