This is a Maya tool I developed because I did not find Maya's "joint move tool" intuitive and powerful enough. Basically I found myself fighting the mode, going in and out unexpectedly and worked fine for just moving joints over meshes, but had issues if the joints were constrained by some kind of control rig.
I tried to make it as simple as possible, did not want to do any kind of confusing UI, so the workflow is pretty simple:
1-Run Tool
2-Select the skinned mesh or meshes
3-Detach Skin (freezes mesh and deletes history)
4-Manipulate rig, joints or geometry
5-Attach Skin
The tool works by saving an xml data of the skinning information (joints, skinning value and max influence)
The file is saved in the same folder as the current working file under a skinWeights folder, and creates and xml for each selected mesh.
The tool is especially useful for manipulating fully rigged characters, where we can basically drop the weights, re adjust, and re-bind in two clicks.
At some point I found my self developing a custom FBX exporter from Maya to Unreal, and was having issues with some mesh data coming into Unreal. So I integrated the tool in our exporter pipeline, and that solved any problems of the meshes coming into Unreal.
Here is a sample video:
Github Code:
https://github.com/agovela/SDK_Tools/tree/master/skinTools
Hope you find the tool useful.
Thanks!
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