It may not be the only solution, it is really up to you.
On 23 January 2016 at 18:54, F Sanchez wrote:
> Its 2016 already. Is there no other app that will ever take the place of
> Maya? (Besides a future resurrection of Softimage which is not going to
> happen. ) Sure
Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried
Fabric for rigging ?
On 24 January 2016 at 08:56, Jordi Bares wrote:
> It may not be the only solution, it is really up to you.
>
>
> On 23 January 2016 at 18:54, F Sanchez
Man I feel you guys’ pain.
I haven’t rigged in Maya for a while, but the thing is if you’ve been in Maya
land for some time, then you kinda get to know how it works and get the best
from it. Many guys like it, because they can get quiet deep into it, but like
anything it’s not without its
I remember skinning in max, not the best but definitely not the worst, it
didn't have any pretences let's say, you HAD to use vertex weight selection
assignments or "Weight Tool" (envelops are garbage), and they had a very
practical little menu for that, with options for assigning a few default
For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that is
pretty good for that kind of workflow. And for 2013 and previous versions
without pyQT support, Max Skin Weight Tool, a mel script based on Max
workflow.
In games, at least here and other places I've worked, we rarely use
I sent this off a bit too quickly:
1. point weight in Softimage
2. export back to May via. .FBX
3. then make a .mel script to connect the deformers to you Maya rig.
On Sun, Jan 24, 2016 at 10:32 AM, Eric Turman wrote:
> I tried using that plugin on a freelance
I’d take a look at the ngSkinTools plugin, a lot of people go to and use that
instead of Maya’s default tools.
http://www.ngskintools.com/
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: 24 January
I tried using that plugin on a freelance project with many characters that
I had to rig and point weight in Maya. While it was much better than Maya's
default, and I know that it is much better than what Maya users are used
to, it still was horribly klunky and unpleasant to work with. I don't
The one thing to note i have found with ngskin is it only plays nicely with
. ma files.
I fear an .mb getting touched by it.
I agree with Graham. When we compare what we had in soft, we are always
bound for disappointment. That's not to say we shouldn't be trying to push
our agenda every
I think the interface, might need a remelt, it is clearly not intended for
the diversity of tasks you would get in a regulate DCC.
This said I'm not sure I want to see a hap hazard dilution of Houdini, into
a patchum'up DCC. Don't get me wrong, i expect them to get there
eventually, after all
Sidefx is getting a lot of momentum these days. I think Maya will get
serious competitor if and when sidefx starts to push the character side
more.
On 24 Jan 2016 21:13, "Adam Sale" wrote:
> The one thing to note i have found with ngskin is it only plays nicely
> with . ma
How are they looking on character animation side right now?
one of the problems with H is that they still have a bit steep learning
curve which it self wouldn't be a big problem if it wasn't due to lack of
free time to spend on that learning :(
On Sun, Jan 24, 2016 at 9:40 PM, Juhani Karlsson
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