I was quite shocked to learn from riggers in my last job, that in maya you have to "lock all bones but the ones you want to weight to via small tick boxes" failure to do so aparently causing maya to through random influences around...
On 8 January 2014 02:22, Alan Fregtman <[email protected]> wrote: > Last time I had to use Maya I would use Crosswalk to transfer the skinned > mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an > exporter that saved out my weights in the "*cometSaveWeights*" format. > Life saver! > > > > On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron <[email protected]> wrote: > >> arg, figured it out. >> >> import pymel.core as pm >> pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True)) >> >> best UI ever! >> >> >> On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron <[email protected]> wrote: >> >>> this thread is some what well timed... i am in maya right now. i need to >>> get a mesh and its skin/envelope into softimage. i did not rig this object >>> and i don't know enough about maya to try and understand it through >>> inspection. in softimage i would select the mesh, then select the deformers >>> from envelope, then key frame those objects and remove the constraints on >>> them in mass with 'remove all constraints' >>> >>> is NONE of that doable in maya? cause i am having a hell of a time >>> figuring it out. >>> >>> s >>> >> >> >

