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"WeightPro" a new plugin for skinning.
show user profile  Dave
I hate skinning in Max, and I've used various scripts in my time to speed the process up, some good, some not so good.

Today, my boss sent me this:

It looks like a goddamn dream come true, which is why I'm so cynical. Has anyone heard of it, or used it? Apparently it's super new so I can understand if the answer is "no"... but, watch the video, and see for yourself.

I've just realised how much of an advert I've made this sound like... *ahem*... I am in no way affiliated with this plugin, I just want to know if it's worth buying. My current stance is "Hell yeah", but I have fears of being burned.

"I flew over Egypt once"

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5/21/2015 11:51:18 AM (last edit: 5/21/2015 11:57:50 AM)
show user profile  Zman
This brings the obvious question once again - Why da fuq is the skinning still the same crap process since Max 9 (not 2009) when it could be done soo easily ??

read 709 times
5/21/2015 11:59:10 AM (last edit: 5/21/2015 11:59:10 AM)
show user profile  Nik Clark
It looks quite good to me. Perhaps it will be bought and rolled out as a new feature in Max 2018.

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5/21/2015 12:07:41 PM (last edit: 5/21/2015 12:07:41 PM)
show user profile  ScotlandDave
The key difference between this and max auto weighting is the voxel approach vs linear distance approach. Ie you have a leg bone, and auto-weighting weights a bunch of verts from the opposite leg, due to proximity, whereas this plugin uses a voxel-based approach to weight by distance but also taking into account the continuity of the surface..

That and being able to easily click-adjust bone influence..

The annoying thing is it's bloody obvious..

I never used auto weighting in Max for this very reason always started from scratch, but looks like with this plugin it'd require much much less time setting up and tweaking..

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5/21/2015 12:21:43 PM (last edit: 5/21/2015 12:21:43 PM)
show user profile  Dave
Yeah, the whole adjusting stuff after the initial weights looked pretty awesome to me.

The only thing I can think would be a hindrance, is they mention having to collapse it down to a non-plugin'ed mesh, so that others can open it without needing the plugin. I worry that I'd also need to do this to export it into Unity, because that would instantly wipe out any sort of iterative tweaking, you'd need to go through the whole thing again if you realised something isn't quite right in the engine.

"I flew over Egypt once"

read 691 times
5/21/2015 12:36:01 PM (last edit: 5/21/2015 12:36:01 PM)
show user profile  ScotlandDave
It looks as though the plugin uses the Skin modifier as the basis ie for storing the weights so that basically, the plugin would be used simply to calculate and adjust the weighting, but those would still be stored within the Skin modifier.. So really i think there would be no change from normal workflow, unless someone else wanted to also adjust weighting on your model using the same plugin ( otherwise they could just adjust your weights using the normal weight table method from the skin mod )..

[edit] Unless i am wrong and that isn't the vanilla Max Skin modifier in the video, i haven't used it for quite a while, does Max have Dual Quaternian skinning now yeah?

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read 678 times
5/21/2015 1:28:32 PM (last edit: 5/21/2015 1:34:13 PM)
show user profile  Dave
I think I read something about 2016 having it, don't quote me on that though.

In other news, I got this plugin. First impressions are very good. Need to read through the manual I think but the first run with just doing whatever was most obvious yielded excellent results. And all in about 20 whole seconds of work too.

"I flew over Egypt once"

read 643 times
5/21/2015 5:30:13 PM (last edit: 5/21/2015 5:30:13 PM)
show user profile  ScotlandDave
Cool, let us know how you get on Dave, if it is using the Skin mod to store weights etc..

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read 625 times
5/21/2015 11:00:36 PM (last edit: 5/21/2015 11:00:36 PM)
show user profile  digs
i just picked it up... first impressions are that it's pretty great

it never actually puts anything above the skin mod on your skinned object... so you create the tool like any other object, and then just "pick" the skinned object you want it to work on

ie, I deleted skin from an old character, applied new skin mod and added all the bones, then used the KM-3D skinning tool on that object

it was beautiful... simple... took like 10 seconds

Also I didn't have to edit any of the weights afterwards, so I can't comment on editing weights post initial magic
read 614 times
5/22/2015 3:27:22 AM (last edit: 5/22/2015 3:27:22 AM)
show user profile  Dave
D'oh, yes I forgot to mention. A normal skin modifier needs to be applied to your mesh (with all the relevant bones in the envelope list), and that's when you chuck on the plugin.

I have yet to try an export with the plugin still "attached" to it, more on that later when I get a mo.

"I flew over Egypt once"

read 589 times
5/22/2015 4:05:21 PM (last edit: 5/22/2015 4:05:21 PM)
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