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
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>

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