While I've been learning how to make textures with Substance Designer, which is much better for making proper textures and normal maps than Photoshop is, I thought popped into my head. Rather than use an all-purpose 3D modelling software like 3DS Max for weight painting, posing, animating, etc. are there 3D programs kicking about that offer more intuitive and refined workflows for those individual tasks? An example would be using Mudbox instead of 3DS Max to create organic models, as sculpting is just better in almost every way, especially for painting on the model.
Are there any equivalents for those?
Replies
https://www.ngskintools.com/
http://www.braverabbit.com/braverabbit/tools/brsmoothweights/
Max's system hasn't been updated in years but it WAS better than Maya for a really long time, which wasn't saying much, out of the box without Geodesic Voxel skinning they both still suck. At least max had actual envelope skinning for 10 years before Maya finally got off their asses and half assed capsule skinning.
For Max users, check out https://www.bonespro.com/ it's been rock solid for years and I wouldnt' do any skinning in 3dsmax without it.
It is quite simple, but gets the job done. And there is this addon form another dev: https://blendermarket.com/products/voxel-heat-diffuse-skinning
That gives you better starting weights, compared to default blender algorithm.
I guess I already know the obvious answer is "don't do that", but it's annoying when you're flipping around working on a skin and realize you missed a spot. This is more centered around where I want an even smooth and don't trust doing it in multiple brush strokes while rotating the camera.
I haven't skinned in a while, so there's probably more including third party scripts/plugins...?
Anyway, the toughest part may be moving a rigged model between packages, since there really is no way that I know of to translate any kind of nice rig between apps. IIRC FBX only supports simple FK rigs. So, whatever tool you're using ultimately for animation, is probably where you need to do all the weighting too.
https://www.youtube.com/watch?v=xu73Yqgju14
On Maya you're fine, but if you're on Blender you can do this method by using the Normalize Unlocked add-on (link in my signature).