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
>
>
>

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