Remember to lock everything but the joints you are working on, or you will DIE !
On 3 September 2014 21:36, Sergio Mucino <[email protected]> wrote: > Depending on what kind of joint chains you have, and the kind of topology > you're working on, you may find that the Weight Hammer works wonders. Just > select the vertices you want to smooth, and hammer the sh*** outta them! (I > love using it on things like fingers... Can get those deformations nailed > in no time). > > Sergio MuciƱo. > Sent from my iPad. > > On Sep 3, 2014, at 4:20 PM, Will Sharkey <[email protected]> wrote: > > honestly I have a lot of joints in this character and Im finding it > difficult to get even smoothing along many joints. The only way I can see > to do this is to 'flood' the mesh, which isnt what i want, I was hoping > just to paint the smooth but thats not giving me good results either. > > > On Wed, Sep 3, 2014 at 4:12 PM, Rob Chapman <[email protected]> wrote: > >> What is the issue, speed of interaction with dense geometry or complexity >> of model hierarchies? >> On 3 Sep 2014 20:30, "Will Sharkey" <[email protected]> wrote: >> >>> Im attempting to paint weights on a fairly complex creature and it is a >>> bit of a pain. I seem to recall people saying that the built in weighting >>> tools in Maya aren't great. What were other options? >>> >>> I think somebody mentioned ngSkinTools and that seems pretty cool. Is >>> that still a top choice? >>> >>> At least the relax/smooth tool looks like it works in the ngSkinTools >>> demo, the built in smooth tool in Maya frustrating. >>> >>> cheers >>> >> >

