Chiming in with my Maya painting experience.
Using the default painting tools in Maya is Ghastly.
It's akin to wanting to paint a picture of a specific person, or thing, and
throwing a bunch of multicolored paint onto a canvas, and smearing it
around in the hopes it will kind of resemble what you wanted to paint. As
you paint in one area, unwanted details pop up in other areas, so you smear
the paint around more hoping that it will come together eventually. You
lock off certain areas, that inevitably get unwanted paint splattered there
anyhow.

I don't use the default paints.

ngSkinTools ( 1.52 currently) is the best paint tool I have found for Maya,
though I have yet to try Brave Rabbit's tools.

Painting and smoothing are just like Softimage. The ability to save and
reimport weights non destructively, add or remove deformers is very similar
to Soft.
The addition of layers like photoshop when painting is an improvement on
softs weighting.

The best thing is that the painted weights work on machines that don't run
the plugin.

The only thing I miss with ngSkin tools, is being able to rmb on a joint
and choose to paint it as an influence. Instead, you have to hunt through a
list to choose the joint to paint.
I miss the 'd' functionality in view.

Adam


On Fri, Jan 27, 2017 at 7:13 AM, pedro santos <probi...@gmail.com> wrote:

> Martin I made a compound some time ago that might help it mimics what XSI
> Smooth Weights does, but with an addition that I always missed: Iterations.
> It's a smooth after all so sometimes you want some settings to repeat and
> instead of adding multiple smooth operators one could just add more
> iterations.
>
> http://probiner.xyz/2015/02/05/ice-envelope-weights-utilities/
> pb_SmoothEnvelopeWeights.xsicompound
>
> It's slow by the way :) Just made it to trace the algorithm.
>
> Cheers
>
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>
> On Fri, Jan 27, 2017 at 2:39 PM, Martin Yara <furik...@gmail.com> wrote:
>
>> Thanks Matt, I kinda understand the logic, but I can't figure out how to
>> do it yet. I'll have to study it a little more.
>>
>> Thanks Michael, but he is using just the default smooth brush and the
>> default Weight Hammer.
>>
>> Using Maya's brush (artUserPaintCtx) through scripting without a brush
>> has better results than Weight Hammer sometimes, but you can't undo.
>>
>> I guess I'll have to keep my Maya to Softimage workflow until I find
>> something better.
>>
>> Martin
>>
>> On Fri, Jan 27, 2017 at 10:09 PM, michael malinowski <
>> hejherb...@hotmail.com> wrote:
>>
>>> Hey Martin,
>>>
>>> This tool has a similar smoothing brush in it. It's all python so you
>>> can browse the math behind it there if you didn't want to use the tool in
>>> its entirety.
>>>
>>> Maya has a long way to go before it's skinning tools have any sort of
>>> parity with Soft!
>>>
>>> https://www.highend3d.com/maya/script/skinning-tool-for-maya
>>>
>>> Mike
>>>
>>> On 27 Jan 2017, at 11:07, Martin Yara <furik...@gmail.com> wrote:
>>>
>>> Hi, Does any have some light to shed about this ?
>>>
>>> I really like Softimage's Smooth Weights, and really hate Maya's Weight
>>> Hammer. So I would like to implement, if it is possible, a Smooth Weights
>>> tool for Maya that work as good as the SI one, or at least better than
>>> Weight Hammer.
>>>
>>> Meanwhile I'm just sending my data to Softimage, work with weights in
>>> Softimage (way faster!) and then send only the weights data in a custom
>>> format back to Maya.
>>>
>>> Martin
>>>
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>
>
>
> --
> ------------------------------
> [image: gif]
> Pedro Alpiarça dos Santos
>
>
> *         probiner.xyz <http://probiner.xyz/> *
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