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
>>>>
>>>
>>>
>>
>

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