I found something amazing today. It's like painting weights with layers, lets you organize your work, has AMAZING smoothing and tools, and speeds up the workflow. I just started trying it out, and I thought I'd share.
Oh man this thing is easy to pick up! I've been at this for maybe 10 mins max, and I am actually ENJOYING painting weights! A few more minutes with the trapezoid area and I'm practically done with all the shoulder range on this test (to see if my topology was working (it is)).
Seriously, guys. Give this a try, it's absolutely amazing. I'm going to pass this around at work.
Man. Never realized how strong Maya was in rigging. Maybe I should also side step from Max to this.
That seems to be the general consensus about both apps - Max is awesome for modelling, Maya is king when it comes to rigging/animation, although not sure how much that applies these days...
Haven't painted weights since I was doing animation in college I think it largely put me off animation and I seemed to be one of the best in the class at getting a rig with good weights going but the whole process is so tedious, might give it a go though as it looks rather intuitive
Makkon, you are my hero, cheers for sharing this! First time I've actually enjoyed painting weights for about two years. Definitely making this a permanent addition to my go to plugins.
Brilliant tool. Big thanks to the talented person who made this and decided to put it up for free! I will have to donate a little bit. Thanks for sharing.
NG Skintools saved me hours of work when I had to do some super quick rigging and animation at the office. The skinweight mirroring is practically flawless.
Can anyone share a rough workflow for how you would approach a single mesh humanoid?
It seems like in his example video with just the shirt, he would put every joint encompassing the mesh on the base layer, flood the whole thing to 1, and then mirrors it.
In a full humanoid, single mesh would you add every single joint to the Base Layer, flood, and mirror it, and then build more region-specific layers on top of that with layers masks? Seems like on the shirt example he was even flooding the entire mesh to more specific layers and relying on the layer masks to define the regions.
Jwfitt: no no no, don't flood! Aaah! Use the assign weights option in the tool, smooth everything, and then just work on joint by joint. That should do the trick.
Matt Fagan: I'm not the developer of the tool, just user and admirer of it. The developer I'm certain is working on a 2015 release, he's been keeping up with all the releases up to this point. You can contact him directly (info on his site) and ask him if you need to.
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Seriously, guys. Give this a try, it's absolutely amazing. I'm going to pass this around at work.
I actually love skinning @___@ but nothing wrong with a faster process. :P
http://vimeo.com/69268846
That seems to be the general consensus about both apps - Max is awesome for modelling, Maya is king when it comes to rigging/animation, although not sure how much that applies these days...
Thanks
For me binding is the most tedious part of the workflow when rigging a character.
This might be of help.
THX OP.
Not a Maya user as of yet however i plan on using it for Characters in the future.... so this is perfect! .
It seems like in his example video with just the shirt, he would put every joint encompassing the mesh on the base layer, flood the whole thing to 1, and then mirrors it.
In a full humanoid, single mesh would you add every single joint to the Base Layer, flood, and mirror it, and then build more region-specific layers on top of that with layers masks? Seems like on the shirt example he was even flooding the entire mesh to more specific layers and relying on the layer masks to define the regions.
Matt Fagan: I'm not the developer of the tool, just user and admirer of it. The developer I'm certain is working on a 2015 release, he's been keeping up with all the releases up to this point. You can contact him directly (info on his site) and ask him if you need to.
Do you utilize layers much then or just work on a single Base Layer?