/skonverter

Simple skin converter written for Autodesk Maya.

Primary LanguagePython

Skonverter v 0.5

Simple skin converter written for Autodesk Maya. Mostly written for my own learning/experimentation and getting back into Maya after working primarily in MotionBuilder for a year or so.

Read more on my Dev Blog here! If you're interested in contributing, please feel free to let me know or just start tinkering on your own and lets merge! :)

The meat - Get it running

  • Download/move/install the Skonverter package into your Maya python path.
  • Call the following lines of code for a quick example, or check out the example file provided in the package.
import skonverter
skonverter.run() # Loads with GUI
# Template for running the tool headless
import skonverter
data, message = skonverter.run_skin_calculation( transform, root_bone, tolerance = -1, file_path ) # Returns data dictionary
####################
## Your code here ##
####################
result, message = skonverter.run_skin_application( transform, data, file_path )

# Note: file_path kwargs above are optional and only necessary if not passing in a data obj.

Known Limitations

  • Does not automatically create a skinCluster
  • Does not allow for existing constraints on the bind skeleton. Assumes all bones are free to move and have no dependencies aside from their children

The Goods

  • Pretty fast for a purely python converter
  • Requires no existing range of motion animation as it does all the necessary transform manipulation itself.
  • Built from the command line up, so it's ready to be implemented into your automagic pipelines. No UI hackery needed.

Development - Things to do

  • The user interface could be more intuitive, but as it stands, it works and is usable.
  • Division in the weight calc and normalization methods lead to some rounding issues. Maya doesn't seem to mind, however I would really like to remove them.