Houdini has this.. kinda, you select by weight on the mesh.
But it doesn't work with my wacom for some reason :(
G
On 25/01/2016 10:04, Sebastien Sterling wrote:
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] <mailto:[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]
    <mailto:[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]
        <mailto:[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]>
            [mailto:[email protected]
            <mailto:[email protected]>] *On
            Behalf Of *Sebastien Sterling
            *Sent:* 24 January 2016 09:06
            *To:* [email protected]
            <mailto:[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] <mailto:[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]
                <mailto:[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]
                    <mailto:[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]
                        <mailto:[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]
                            <mailto:[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]
                                <mailto:[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
                    <http://www.johnrichardsanchez.com>





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