This is exactly what I am talking about of the weighing in Maya...   I
forgot to check the lock at some point and... KABOOM....




2014/1/7 Meng-Yang Lu <[email protected]>

> 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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