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
>>>
>>
>

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