I never said there's the exact same GATOR functionality and feature in Maya, 
only you can do much of the same stuff.

This is where you start to see the differences between how Maya and Softimage 
structures data and you look at the different Maya nodes in the dependency 
graph. When you looks these nodes, you can do a lot of the GATOR stuff, but I 
agree that it's way way simpler, easier and cleaner in Softimage using GATOR.


From: [email protected] 
[mailto:[email protected]] On Behalf Of Martin Yara
Sent: 25 March 2014 16:46
To: [email protected]
Subject: Re: Merge two meshes + transfer weights - Adapting Softimage workflow 
in Maya

Yes, pretty much everything requires a lot more clicking in Maya.

BTW, you can't change topology without messing up your weights, so you'll need 
to or save your weights by global position with an script like doraSkinWeights, 
or duplicate your mesh and keep it as a weight container to copy weights to 
your edited mesh.

I don't think there is a way to edit your mesh and keep the original weights 
just like they are, like you can in Softimage. You can get only approximations 
with copy weights or scripts, relying in UVs or global position.

After doing all of this, now you need one more edge in your model? well, start 
again with the whole process.

So yes, the workflow is a mess compared to SI and is a lot more time consuming.

I disagree with Graham. You can't do GATOR inside Maya. You can get a similar 
final results with 10x more clicks, but it isn't the same, and you don't have a 
Gator op alive.

The send to Softimage is a good alternative when you can do it (basically 
envelope, uv and mesh modeling). Sadly, there are a lot of features that can't 
be translated between them like Maya crease edges or sets, or Softimage hard 
edges, so you'll have to re-build them. I haven't tried shapes + send to SI.

Martin

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