"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 >> >> >>

