Paint skin weights tool maya
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Paint skin weights tool maya

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ngSkinTools v2

ngSkinTools is a skinning plugin for Autodesk Maya, introducing new concepts to character skinning such as layers, any-pose-mirroring, enhanced paint brushes, true smoothing, and more.

Different Way to Paint Skin Weights

There’s no magic bullet for perfect skin weights. ngSkinTools enables a flexible and artistic workflow, while providing all the necessary tools for precision.

Layers

Layers — a proven technique in image editing software, this time — for painting skin weights. Forget influence locking and weights micro-managing techniques — go wild with layers, start dirty, experiment, refine later — it’s meant to be a creative process!

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Smoothing weights

Though just another feature in ngSkinTools, one of the most loved by it’s new users, mainly because it’s so simple, and one of the first to be noticed. No strange artifacts or undo/redo problems, operates on all joints in the layer, it just works. Don’t over-do it:)

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Mirroring

Mirror weights in any pose, or just enable mirror effect on a layer and symmetry will be updated automatically as you paint. You also have numerous options to control how vertexes and influences are matched between opposite sides of your rig.

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benmorgantd / bm_paintTools.py

Save benmorgantd/019ed6000982b11392b529870422f0a3 to your computer and use it in GitHub Desktop.

Skin Weight Painting Tools for Maya

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import maya . cmds as cmds
import maya . mel as mel
# bm_paintTools
# Intelligent tools for attribute painting
# optional values of op (operation) are absolute and smooth. Absolute replaces
def floodSelection ( value = 0 , op = «absolute» ):
if len ( cmds . ls ( sl = 1 )) == 0 :
return
# if we’re not currently in the paint skin weights tool context, get us into it
if cmds . currentCtx () != «artAttrSkinContext» :
mel . eval ( «ArtPaintSkinWeightsTool;» )
# first get the current settings so that the user doesn’t have to switch back
currOp = cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), q = 1 , selectedattroper = 1 )
currValue = cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), q = 1 , value = 1 )
# flood the current selection to zero
# first set our tool to the selected operation
cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), e = 1 , selectedattroper = op )
# change the tool value to the selected value
cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), e = 1 , value = value )
# flood the tool
cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), e = 1 , clear = 1 )
# set the tools back to the way you found them
cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), e = 1 , selectedattroper = currOp )
cmds . artAttrSkinPaintCtx ( cmds . currentCtx (), e = 1 , value = currValue )
def selectionToVerts ():
# converts the selection to verticies and gets us into the paint skin weights tool
mel . eval ( «ConvertSelectionToVertices;» )
if cmds . currentCtx () != «artAttrSkinContext» :
mel . eval ( «ArtPaintSkinWeightsTool;» )

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