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

