Thanks Eric, some great advice there! Certainly going to check out
NGSkinTools.

Steve P

On Fri, Jun 30, 2017 at 6:14 PM, Eric Thivierge <[email protected]>
wrote:

> Hey Steve,
>
> Might not be as painless as you have experienced in the past but may not
> be as bad as one might expect as well. Check out NGSkinTools. It's worth it
> and the custom node can be removed to make the rig portable to those
> without the plugin. The referencing workflow you describe should work as
> well. However I'm not sure about the GATOR-like one click transfer but
> you'll probably be able to get super close. Make sure you don't use the
> Skin > Export / Import weight maps. Instead use the Deform > Export /
> Import weights. It is not texture based and I believe you'll be able to
> maintain fidelity between import / export a lot better.
>
> Hope that helps a bit.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
> On Fri, Jun 30, 2017 at 3:42 PM, Steve Parish <[email protected]>
> wrote:
>
>> Sorry for the Maya question on a Softy board but I wondered if people
>> would mind sharing their character workflow.
>>
>> Working in advertising I'm having to make quick changes at all stages of
>> the pipeline and in Soft things were nice and nimble. In Maya I'm using
>> some scripts but things are very linear and slow.
>>
>> At the moment I'm modeling and rigging first, referencing in the rigged
>> model to animate, then exporting to alembic for render. If a modeling
>> change comes in, I re-model then copy the weights over from the old model
>> (I assume it works similarly to gator) and re-weight as needed. Then update
>> the reference model so the animation is preserved. Then animating and
>> exporting for render.
>>
>> Does this all seem logical? I felt like in Soft I could make quick
>> modeling changes and still keep the rigging because of the stack (to a
>> certain extent). I'm using tfsmooth_skin_weight (which is essential) but
>> wondered if there were any other essential scripts / techniques to help
>> make this process easier / quicker.
>>
>> Thanks
>> Steve_P
>>
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