Frankly, not porting Softimage beautiful intelligence to Maya is the only way to see that damn shit disapear and be replaced. Le 25 janv. 2016 09:04, "Sebastien Sterling" <[email protected]> a écrit :
> Yes weight painting is bullshit for precise work, however if you don't > have much time and you need it to be quick and can afford it being dirty... > > It's been a while, so i don't remember, but is Soft the only package with > a workflow to select the bone you want to weight to directly in the > viewport? instead of scrolling endlessly through lists ? its kinda clunky > in soft, (takes a few seconds for the selected deformer to register). but > it works! > > Does nothing else have this functionality? it seems like such a no > brainner... > > Maya is exceptionally guilty of the joint list scrolling, as the window is > tiny, can not be resized (to my knowledge) and in spite of this, requires > you to lock every bone but the 2 you are weighting, manually ! forcing you > to run up and down every time you need to change what you are skinning to. > > > > On 25 January 2016 at 07:03, Martin Yara <[email protected]> wrote: > >> For v2014 and later I'd recommend Skin Wrangler, a pyQT+python tool that >> is pretty good for that kind of workflow. And for 2013 and previous >> versions without pyQT support, Max Skin Weight Tool, a mel script based on >> Max workflow. >> >> In games, at least here and other places I've worked, we rarely use paint >> weights because it is more common to have mistakes and uneven weights. >> >> Maya's Weight Hammer is the equivalent to Softimage's smooth weights, but >> way inferior and without any option at all. I rarely use it because it >> tends to mess up my weights smoothing it too much and using influences I >> don't want to. SI's smooth weights could work very nice selecting all >> points (ex: the whole snake model), while Maya's Hammer do some decent job >> only if you select the points where the joints intersect. >> >> If someone at Autodesk is reading, is it possible to have Softimage >> Smooth Weights to be ported to Maya? >> >> ngSkinTools smooth was nice, but I didn't get used to it's workflow. I >> may give it another try when I need to paint weights. >> >> I found another tool called as_SmoothNearest that looked good in the >> video demo, but it ended up being a combination of the Maya's default >> Weight Hammer command and grow selection. And without using the normalizing >> option with a potentially risk to have 1+ total weights per point. I fixed >> that code but, still not quite what I wanted. >> >> I ended up writing a custom tool to use smooth paint for selected weights >> and lock all the other joints so it would only smooth based on the selected >> points deformers. Now with that, SkinWrangler and Maya's Heat Map, my >> weighting workflow is a little less painful. >> >> Martin >> >> >> >> On Sun, Jan 24, 2016 at 11:28 PM, Sebastien Sterling < >> [email protected]> wrote: >> >>> I remember skinning in max, not the best but definitely not the worst, >>> it didn't have any pretences let's say, you HAD to use vertex weight >>> selection assignments or "Weight Tool" (envelops are garbage), and they had >>> a very practical little menu for that, with options for assigning a few >>> default pre-sets, 0.1, 0.25, 0.5, 0.75, 1, as well as the ability to >>> copy/past values. >>> selection assignment is the slowest method, not great for fast turn >>> around, but it is also the most precise method. >>> >>> Softimage kind of had something similar, plus a really good smoothing >>> algorithm, (is it just me or was soft's smooth weight function, the bomb ?!) >>> >>> >>> Is there anything like this for maya currently, like max's weight tool i >>> mean ? and the first words better not be "In Bonus tools ... !" so help me >>> god ! >>> >>> >>> On 24 January 2016 at 13:50, Graham Bell <[email protected]> wrote: >>> >>>> Man I feel you guys’ pain. >>>> >>>> I haven’t rigged in Maya for a while, but the thing is if you’ve been >>>> in Maya land for some time, then you kinda get to know how it works and get >>>> the best from it. Many guys like it, because they can get quiet deep into >>>> it, but like anything it’s not without its eccentricities. If you’re gonna >>>> keep on comparing to Soft though, then you’re in for constant >>>> disappointment. But holey moly don’t go near Max for rigging, imho. J >>>> >>>> >>>> >>>> As Adam says, there’s been a lot of talk on Beta about the rigging and >>>> without breeching NDAs there is a desire to start addressing stuff. It >>>> seems the work on the parallel performance in 2016 perhaps might be the >>>> start of that. Certainly that stuff has gone down well with people. >>>> >>>> >>>> >>>> On the modelling front, Maya’s been going through an overhaul in recent >>>> versions. Up to 2016 there was a lot of overlap between what was the NEX >>>> stuff and the legacy Maya tools, but a lot of that got fixed in 2016 >>>> onwards. Imo I like the modelling in 2016, it’s in a very good state. The >>>> improvement in the pivot editing alone was worth it. >>>> >>>> >>>> >>>> >>>> >>>> *From:* [email protected] [mailto: >>>> [email protected]] *On Behalf Of *Sebastien >>>> Sterling >>>> *Sent:* 24 January 2016 09:06 >>>> *To:* [email protected] >>>> *Subject:* Re: So.. Maya rigging is still a thing... >>>> >>>> >>>> >>>> Hey Jordi Bear ! what is skinning like in Houdini ? and have you tried >>>> Fabric for rigging ? >>>> >>>> >>>> >>>> On 24 January 2016 at 08:56, Jordi Bares <[email protected]> wrote: >>>> >>>> It may not be the only solution, it is really up to you. >>>> >>>> >>>> >>>> >>>> >>>> On 23 January 2016 at 18:54, F Sanchez <[email protected]> >>>> wrote: >>>> >>>> Its 2016 already. Is there no other app that will ever take the place >>>> of Maya? (Besides a future resurrection of Softimage which is not going to >>>> happen. ) Sure I can use XSI when working on my own but if you need to work >>>> on site it will now have to be Maya from now on. :( >>>> >>>> >>>> >>>> On Fri, Jan 22, 2016 at 8:49 PM, Sebastien Sterling < >>>> [email protected]> wrote: >>>> >>>> "I'm still holding out that fabric engine will become a solution for >>>> rigging" >>>> >>>> Here, here man ! >>>> >>>> "I can paint weights and build a rig in Maya using fabric to do all the >>>> heavy work. I can paint weights and build a rig in Maya using fabric to do >>>> all the heavy work. " >>>> >>>> so you can build a Rig in fabric, as a generalist ? >>>> >>>> can you paint weights in it as well ? >>>> >>>> I too hope Fabric blossoms into the next era of DCC's >>>> >>>> >>>> >>>> On 23 January 2016 at 00:48, Michael Amasio <[email protected]> >>>> wrote: >>>> >>>> I'm still holding out that fabric engine will become a solution for >>>> rigging. It's not all that magical for something complex in Maya. Which >>>> as I'm sure several of you have discovered is a bit of a Maya problem. >>>> I can paint weights and build a rig in Maya using fabric to do all the >>>> heavy work. >>>> But when it approaches the quality I require, fabric is providing all >>>> the computational speed I need , BUT all that speed is lost as it converts >>>> data back and forth between data Maya can use and KL. I actually get >>>> faster results out of the new Maya GPU accelerated. >>>> ...but faster results out of XSI. Good old XSI. >>>> I love it when a studio has like one license for XSI. I always snatch >>>> it up and never turn my box off. >>>> I've made a career off of lurking in the background making stuff like 5 >>>> times faster in XSI. >>>> >>>> I know it's childish to enjoy, but I still enjoy a good rant about the >>>> pain of rigging in Maya. >>>> >>>> On Jan 22, 2016 3:31 PM, "Eugene Flormata" <[email protected]> wrote: >>>> >>>> Yah, not sure why there's no improvement in the processflow for rigging >>>> in that much time, almost in any program i see, so many advancements in >>>> modeling. but nothing for rigging. >>>> no zbrush of rigging so to speak. >>>> >>>> I like how there's notes and tips even when you just turn on the >>>> quaddraw. feels really thought out. >>>> >>>> a lot of maya feels like different programs just stapled together in a >>>> package >>>> vs XSI's whole package made for one user mentality. >>>> I just thought quad draw had that feel to it. >>>> >>>> I've not made any rigs in maya yet, and all my XSI rigs were pretty >>>> basic >>>> but at least while I was rigging, i wasn't punished for something i >>>> wanted to go back and change in XSI whenever you learned something about >>>> your mesh you wanted to animate. >>>> which the real benefit to the XSI over maya, it reduced the number of >>>> iterations in the learning process. >>>> >>>> >>>> >>>> On Fri, Jan 22, 2016 at 3:18 PM, Eric Turman <[email protected]> >>>> wrote: >>>> >>>> I'm glad you are liking your new modeling tools, Eugene. However I >>>> believe that it is important to make the distinction that it is not about >>>> the confusion in Maya rigging--at least not for me; I do not find Maya >>>> confusing at all. What the huge issue with Maya is that its limited rigging >>>> tool-set combined with archaic workflow make the task of rigging drudgery.* >>>> Drudgery* is the key word more than confusion. I have made many >>>> character rigs in Maya over the past fifteen-plus years and Maya still >>>> sucks at it. >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> -- >>>> >>>> www.johnrichardsanchez.com >>>> >>>> >>>> >>>> >>>> >>> >>> >> >

