Not as is : I've always found UV space to be possibly buggy, since it's
easy to encounter bad models that have overlapping UV's, which would
invalidate the queried weight data.

Not that it couldn't be a future improvement: I'll put it on the todo.

On Tue, Jun 14, 2022 at 10:10 PM Arthur Na <younte...@gmail.com> wrote:

> Thank you so much for sharing this, This could be quite useful for us.
>
> Is there a way I can load weights in UV space?
>
> Thank you,
>
>
>
>
> On Tue, Dec 7, 2021 at 2:27 PM AK Eric <warp...@gmail.com> wrote:
>
>> Thanks for the feedback Marcus, and totally agree.  It's 'on the list' in
>> my 'copious spare time' ;)  Hopefully I can eventually get some video
>> tutorials etc.  But hey, it's free, and you get what you pay for :P
>>
>> But to your point above, it's not the same thing as ngSkinTools:  That
>> (as you're aware, but for anyone else) helps you paint weights, but it's
>> save/load functionality is extremely limited (last I checked, I did reach
>> out to the author).  This tool fills in that save/load import/export part
>> of your skin weight pipeline.
>>
>> On Thursday, December 2, 2021 at 12:03:46 AM UTC-8 Marcus Ottosson wrote:
>>
>>> Congrats on making it to a public release, that stuff is hard!
>>>
>>> I was typing up a few questions, especially on comparisons with
>>> ngSkinTools, but as I did I came across the answers in your README already.
>>> :D My one suggestion would be to include a gif near the top of your README,
>>> using your tool in the way it was intended on some example asset. That can
>>> help communicate the idea more quickly and helps it stand out amongst the
>>> vast ocean of plain-text READMEs on GitHub already. Even taking one of
>>> those screenshots in the middle and putting it front and center would help.
>>>
>>> Best,
>>> Marcus
>>>
>>> On Thu, 2 Dec 2021 at 03:21, AK Eric <war...@gmail.com> wrote:
>>>
>>>> After two years of working on it in my spare time, I'm releasing my
>>>> custom skin weight import/export tool free to the public. Happy Holidays.
>>>>
>>>> https://github.com/AKEric/skinner
>>>>
>>>> Having built holistic art -> engine pipelines for multiple studios
>>>> (Visceral/EA, Sledgehammer Games/Activision, 31st Union/2K), part of which
>>>> include fully procedural rigging solutions, one of the biggest areas that
>>>> is missing in that pipeline-subset is a solid/repeatable skin weight
>>>> export/import process in Maya.
>>>>
>>>> The tools that Maya provides lack features (and can be slow), and there
>>>> isn't anything I could find (free or $paid$) that had the feature-set I
>>>> wanted/needed.
>>>>
>>>> This tool aims to alleviate *any* issues for the techart team
>>>> regardless of industry. It is in-use and proven in AAA game production.
>>>>
>>>> I welcome any thoughts/feedback/improvements you have via the github.
>>>>
>>>> I should call out this requires Python 3 + numpy & scipi : the docs
>>>> explain how to easily install these dependencies on Maya 2022+
>>>>
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