It's called the Component Editor. Does the same thing. However, XSI lets you slide the weights around until it feels right. Beats typing it in.
I just remembered a pretty silly conversation involving a rigging supe and an XSI developer regarding locking weights. It was like the only crutch to hang onto for a Maya user. Then afterward it was implemented and I think the weighting system in XSI has been far superior since then. I really do thing volumetric ideas like OpenVDB is something to explore. Not only would you have your classic joint/influence relationship, but also add in psuedo collision evalualtion around those nasty parts like armpits, elbow crooks, and the backs of legs. -Lu On Mon, Jan 6, 2014 at 3:33 PM, Eric Thivierge <[email protected]> wrote: > I think different ways of calculating the influence is probably the > highest hurdle right now. The default calculations get you a good starting > point but there are the other heat map methods and another voxel based one > I saw a vimeo video on that are going to get you much closer than our > current option of the default influence calculations. > > Having the new feature in Maya to place bones in the middle of a volume I > think would help a bit as well. Right now we're just stuck with creating a > cluster, null > cluster constraint. Snap to null. Delete null and cluster. > I find weight painting much better in Softimage than Maya. The weight > editor is a really good feature that I think Maya should have (Admitting my > ignorance on the topic if there is such editor and I've missed it, unlike > some blog posters out there). > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > > On Mon, Jan 6, 2014 at 5:36 PM, Matt Lind <[email protected]>wrote: > >> Let me narrow down the question to the specific task of applying an >> envelope or weighting/re-weighting an envelope. >> >> >> >> >> >> Matt >> >> >> >> >> >> >> >> >> >> *From:* [email protected] [mailto: >> [email protected]] *On Behalf Of *Matt Lind >> *Sent:* Monday, January 06, 2014 2:27 PM >> *To:* [email protected] >> *Subject:* RE: rigging in xsi vs maya >> >> >> >> Open question to anybody with significant experience in both Softimage >> and maya. >> >> >> >> I have to address some envelope and rigging tools internally pretty >> soon. Having this discussion now is convenience for me. >> >> >> >> Matt >> >> >> >> >> >> >> >> >> >> *From:* [email protected] [ >> mailto:[email protected]<[email protected]>] >> *On Behalf Of *Steven Caron >> *Sent:* Monday, January 06, 2014 2:21 PM >> *To:* [email protected] >> *Subject:* Re: rigging in xsi vs maya >> >> >> >> are you asking me personally? >> >> >> >> i think some studios might favor the dependency graph structure of maya >> for custom nodes and behaviors. they would choose that over the better >> initially organized softimage environment which lacks some customization >> options that maya has. a topic discussed to death already, maya's dominance >> is because of timing (of their release years ago) and it's extensibility. >> >> >> >> s >> >> >> >> On Mon, Jan 6, 2014 at 2:03 PM, Matt Lind <[email protected]> >> wrote: >> >> So what does maya rigging tools have that Softimage doesn’t that makes a >> significant difference at the end of the day? >> >> >> >> Matt >> >> >> > >

