Yup, and that slider that was mentioned earlier is a booby trap that does just that. Throws your weights around willy nilly. That's why there's a ancient workflow of adding influence only and never subtracting.
-Lu On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling < [email protected]> wrote: > 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 >>>> >>> >>> >> >

