In all fairness it's certainly not the same.
Maya's ordering of operations and lack of entry points you can work with is
enough to make it not the same.
The smooth tool is certainly not the same at a very fundamental level in
how and what it averages.
Less colourful is one thing, lacking in multi-edit, which is the case, is
another.

Sorry, but I disagree with this notion that they might be the same, or
close, and you just have to get used to it.
Maya's skinning, out of the box, is universally acknowledged as a disgrace.

@Will
NG-ST goes part way to help with things thanks to a better smooth and
better propagation tools, especially for shell like meshes, which is why
it's highly recommended.

The clunkyness one has to live with even with a crapton of skinning tools
piled on top of the OOTB experience.


On Thu, Sep 4, 2014 at 6:11 AM, Ben Beckett <[email protected]> wrote:

> In fairness it 's the same, it just looks different, less colourful.
> Though you should consider you morph's first before you bind your mesh.
> Adding additional morphs target after a bind can cause you headaches.
>
> Ben
>
>
> On 3 September 2014 20:34, Eric Thivierge <[email protected]> wrote:
>
>> Yes that is the one and only skinning tool I hear of these days in Maya.
>> :)
>>
>>
>> On Wednesday, September 03, 2014 3:29:58 PM, Will Sharkey 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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