Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Jordi Bares
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Sebastien Sterling
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

RE: So.. Maya rigging is still a thing...

2016-01-24 Thread Graham Bell
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Sebastien Sterling
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Martin Yara
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Eric Turman
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

RE: So.. Maya rigging is still a thing...

2016-01-24 Thread Graham Bell
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Eric Turman
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Adam Sale
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Sebastien Sterling
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Juhani Karlsson
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

Re: So.. Maya rigging is still a thing...

2016-01-24 Thread Mirko Jankovic
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