I absolutely hate this behavior in Maya. It's, frankly, ridiculous. Maya's weighting tools are totally sub-par compared to any other 3d application I've used (including Max). Why it is this way, I don't know, but as a user, it's incredibly frustrating to have to focus on not shooting yourself in the foot (as daring to perform a smooth weights operation with all bones unlocked) more than getting actual work done. Maya has great things for it, but binding and weighting is definitely not one of them. It's pretty bad, actually. Ok, rant off. :-)

On 07/01/2014 9:57 PM, Sebastien Sterling 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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