Ctrl/Alt/S   will automatically increment and save. It’s a really useful 
feature.

I also recommend:
Preferences->Settings->Files/Projects->Autosave

On a similar note, I’m fairly old school regarding the file type I save files 
in if they are critical to production. Learned a long time ago that saving 
files in Maya ASCII had really awesome benefits. 1. It can be hacked (somewhat 
a meticulous process) to fix a scene that might have failed or to make a saved 
version run in an earlier release of the software. I don’t know if that trick 
works reliably anymore though. 2. It reveals a significant understanding of 
Maya’s MEL underbelly and the seriously complex graph node connections that can 
exist. I used this once to map the conversions necessary to create a Wavefront 
TAV to Maya material converter.

The downside to .ma though is that files can get really large. I’d recommend 
sticking with .mb if space is an issue unless you start to experience issues. 
Haven’t had a need to hack a .ma file in a really long time. But I’m sure there 
are still folks out there relying on it.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__________________________________________________
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Sebastien Sterling
Sent: Tuesday, January 26, 2016 11:43 AM
To: [email protected]
Subject: Re: So.. Maya rigging is still a thing...

Thank you Stefan, am glad to hear maya has this too. I could expand further on 
the list of things maya gets wrong in this regard, but my heart isn't in it.
Just tried modelling up a base mesh in maya, am starting to like the new tools, 
thinking this is not so bad... less then 500 polygons in, the fucker dies on 
me. hadn't had the reflex to save so early, lost all work i hadn't sent to 
zbrush.
am so tiered of this shit .... (head in hands)


On 26 January 2016 at 13:23, Gerbrand Nel 
<[email protected]<mailto:[email protected]>> wrote:
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. ☺

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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