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

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