Like mentioend couple times before... working in Maya is like walking on glass legs. Expect every time that everything will collapse under you ;)
On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez <[email protected]> wrote: > 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 >>>>>> >>>>> >>>>> >>>> >>> >> >

