Hey there!
I've got this very annoying problem where, despite me setting the maximum influences to 4 or 8 when weight painting, for game performance (it's for VR, if anyone knows if limiting to 4 weights is overkill, please let me know), Maya goes out of its way to exceed that. I have no idea what the point of a limit is if Maya is just going to go above that anyway. I have tried a few scripts to reduce the max number back to what I originally set, but the results are pretty dismal.
I need some way to see what the actual result is going to look like while I'm weight painting, so I can't have Maya doing this. Is there any solution to this?
Replies
Yeah, I wish it did. Running another script that checks influences, even when I set a limit in ngSkinTools, ngSkinTools seems to exceed the limit as well.
But, I would second guess a little bit because I recall reading somewhere in the documentation about how this is one of the issues the tool was meant to solve. Been awhile though.
Also, about needing more than 4 influences - again going from memory - but I do think for games you wouldn't normally need more than that. In my own projects I am usually only using 3.
I'm more of a "just make the tools work" kind of guy though. Hopefully somebody who knows the inner workings can help you out.
The script I ran to check for influences and prune anything beyond that is this one:
https://gist.github.com/chris-lesage/5d8eb501915e4a6335e7eb00aedad7d0
It seems to get the job done, but makes no attempt to smooth out any artifacts caused by pruning weights.
I'm checking Maya's component editor now, and it does indeed look like influences are 8 or fewer, but it's hard to tell for sure when looking at one vertex at a time. I may try to push it down to 4, but certain areas like the torso and face look very tough for that. Would it be possible to only have certain meshes have 8 influences while others have 4, or does the game engine read the entire skeletal mesh as having an influence limit of 8?