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=-

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