SkinTools for MAYA, Free for Everyone !


#1

Hi Everyone

SkinTools is a scripts for Autodesk Maya, which can greatly improve the working pipeline for 3D animator.
it has branch of function that can save your life:Weight Tool, set skin weight by vertex with good selection mode, can do part mirror weight and swap bone weights


Spring Tool, create spring chain animation with one button click, can do loop, twist, and has collision as well!

Rename Tool, batch rename scene objects with simple rule

LoD Tool, transfer weight to lower detailed mesh with automatic reduce useless bones

Misc Tools, lots of other function to save your time

Download Link

Welcome to visit my site for more details

animbai.com
Cheers!


#2

Looks pretty cool. I’ll give it a trial run when I have some time. :slight_smile:

Thanks a lot for sharing.

Cheers!


#3

Nice… ngSkin tool is awesome
Regards,


#4

I already saw the video tutorials, they were done with Maya 2014, do this tool also works with Maya 2016.5, 2017 and 2018?

I loved the Spring tool, super awesome, but the vertex by vertex paint it´s not for starters.


#5

SkinTools working for all Maya newer than 2011, but weight part has some issue with 2017 and 2018 that going to be fix with update

I gona add wind and controller support for spring in next version as well


#6

You rock dude! awesome…

the most horrible part of animation in Maya is rigging and weights, it´s just a borring, long process that can take months and some studios took even years for some characters (the peanuts movie for example, just Charles took almost 2 years of development) joints are also dated, everybody has to create flexi systems, and weights tool have cero changes in the last years, Autodesk just added a deformer that smooths weights and not very helpfully because it affects the hole area without precision…

I already suggested a simple box rigging style, you just create boxes arround bodyparts so when binding the object it has a natural decay arround corners and a better understand of limits, making boxes will be far easier for the model because you can even duplicate your model to create them insteed of weeks of correcting an “automatic” binding process that even confuses weights of one leg affecting the other leg, arms with chest, or horrible deformations…just an idea of course.

at least we have interpolators to fix weight issues, even do some times its dificult to make them recognice controllers or deform right when multiple deformes have been added.

Thanks