For #1, sadly everyone rolls their own skin exporter/importer in maya. The
ones that ship with maya are not really usable - requiring UVs and writing
weights as textures! ACK!

Chad Vernon from Creature Art & Mechanics has made some good python & C++
tutorials for Maya at cgcircuit.
The API class is very good and there's also one on writing a 'Production
Ready Skin Weight Exporter':
http://www.cgcircuit.com/instructor/chad.vernon
http://www.cgcircuit.com/course/writing-a-production-ready-skin-exporter
http://www.cgcircuit.com/course/introduction-to-the-maya-api

Also +1 for ngSkinTools being good



On Wed, Jul 9, 2014 at 1:36 AM, Nicolas Esposito <[email protected]> wrote:

> Hi guys,
>
> I've recently started to moving to Maya, mainly because of the kind of job
> I'm doing recently ( creation and rigs for games characters ).
>
> 1. Character binding: I used to save my envelope weights on my character
> in an external file, but in Maya I see that you need a source character (
> with the envelope weights ) and a target ( which will receive the weights
> )...there are other ways/tools to accomplish that or this is a standard
> procedure inside Maya?
>
> 2. In Softimage I usually store my animation inside animation clips,
> mostly because very ofthen I can blend them properly and shrink/expand the
> animation itself...is there a similar way to do that inside Maya?
>
> 3. Is there a way to hide selected polygons? I searched around and I found
> basically nothing regarding this
>
> 4. Which are the essential tools which you raccomend to use inside Maya? I
> see there are quite a bit of skinning tools and auto-rigger, MEL/Python
> scripts, but I would like to have a overview of what could be usefull/time
> saving.
>
> 5. I was thinking to subscribe to digital tutors in order to teach myself
> basics and more advanced stuff and learn a proper workflow...other
> suggested site to learn Maya like a pro? :)
>
> Cheers
>
> Nicolas
>

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