Thank you!
Yes, that fixes the problem. 

söndag 22 januari 2023 kl. 00:21:29 UTC+1 skrev AK Eric:
I've reobfuscated the modules and made a new release:
https://github.com/AKEric/skinner/releases/tag/Reobfuscate

See if that fixes the bug?  I have my doubts, but since I can't repro it, 
it's hard to test/fix.

On Sat, Jan 21, 2023 at 3:02 PM Eric Pavey <war...@gmail.com> wrote:
The 'Marshal loads failed' is the key : This is a bug that some people get, 
but others (including myself) don't.  I know this tool is in use across 
multiple studios in their pipelines, so I have yet to track down why for 
some people it fails.

I *think *it has to do with how the code is obfuscated by pyarmor, since I 
don't use the marshal module in any of my code, but pyarmor does.   I've 
tested it on Windows 10, Maya 2022, 2023, 2024.

Can you let me know what version of Maya you're on, and what version of 
Windows?

On Sat, Jan 21, 2023 at 2:00 AM Dag Isaksson <dag.is...@gmail.com> wrote:
Hi. I just found this. Looks great. A big thanks for releasing it to the 
public.
unfortunately I can't get it to start. Not sure where I'm doing wrong.
I put the skinner folder in my python path, I installed numpy and scipy, 
but they were installed to where I have Python 3.9 Standalone as can be 
seen.

[image: skinner.JPG]

torsdag 16 juni 2022 kl. 02:30:58 UTC+2 skrev AK Eric:
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 <youn...@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 <war...@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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