Someone told me there's an ID based skin save in the bonus tools, but as one of the many who rolled their own dog ages ago I haven't checked personally.
NGSkin is pretty much mandatory, again, if you haven't rolled your own stuff before because at this point it caught up to a lot of the historical deficiencies in Maya. I know a lot of people who love it, but most of them are pretty die-hard Maya fans, personally I still find it clunky as all hell and it requires considerable practice, but it's still miles better than anything OOTB. Brave Rabbit also has some useful starter stuff: http://www.braverabbit.de/playground/?p=915 He has a skinCluster transfer based on IDs in there, it works alright. Haven't looked at Chad's in a long while, does he still support it? On Fri, Jul 11, 2014 at 2:02 PM, Scott Parrish <[email protected]> wrote: > 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 > > >

