I sent this off a bit too quickly: 1. point weight in Softimage 2. export back to May via. .FBX 3. then make a .mel script to connect the deformers to you Maya rig.
On Sun, Jan 24, 2016 at 10:32 AM, Eric Turman <[email protected]> wrote: > I tried using that plugin on a freelance project with many characters that > I had to rig and point weight in Maya. While it was much better than Maya's > default, and I know that it is much better than what Maya users are used > to, it still was horribly klunky and unpleasant to work with. I don't think > this is entirely the developer's fault though; I blame the designers of > Maya for thier corrupted workflow. > > So, when I tried it last year I found it only slightly less awkward to > work with but I quickly ran into many sticky points with it. So, when I > asked the ngSkin tools community how to achieve some of the sublime > workflow that Soft natively, the users responded to me with "why would you > want to do that" and the like. So, no, I can not agree with you and > recommend that plugin Graham. > > Instead just use Softimage to point weight and <gak> write a mel script > <gak> to hook the deformers back up the the control structure...that was > what I ended up doing and I was much much much happier for it. > > > > -- -=T=-

