"Autodesk Maya, Because Fuck you, and have a nice day :)"

On 11 July 2014 05:18, Raffaele Fragapane <[email protected]>
wrote:

> 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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