ngSkinTools 2
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說明

Layers

Skinning layers are a central feature of ngSkinTools. With them, you break your rig down into easier manageable parts and edit them separately, then blend everything together through layer transparency.

They’re not just a simple way to make your work more organized - they also physically isolate groups of influences from the rest of the rig, so paint and edit operations won’t mix-in influences you were not expecting. This also allows you to do things that were impossible before: per-layer mirroring, adjusting influence weight up/down through layer transparency, blend transferred weights with previous weights, to name a few.

 

Viewport tools

Just like in the previous version, ngSkinTools brings its own weight painting tools. Improving viewport experience is the main focus of V2, and it's complete revamp over the previous implementation.

  • Selecting influences on screen, a #1 requested feature from users, is nowhere. Just hold “S” and drag over the surface to select dominant influence from that part of the mesh, or hover over a joint pivot to select precisely the joints you want;
  • In addition to the usual surface projection mode for the brush, the new “screen” brush projection mode is useful when you want to quickly set weights for both sides of the mesh;
  • Custom shortcuts while in paint mode allow for quick access to intensity presets;
  • Color feedback is now provided through VP2 APIs, greatly improving the performance of displayed meshes.

 

Smoothing

Keeping weights in harmony with each other is not easy. ngSkinTools help you smooth weights with the control you need, allowing you to control the intensity, number of iterations and effective radius. For very dense meshes, added “iterations” argument now allows for the quicker spread of smoothness over larger areas of the mesh.

The “relax” tool from V1 is gone. With major performance rework, you’ll notice that simple flood-smoothing is now much faster and should be a near-instant operation even with large meshes.

The opposite “brother” of smooth brush, “sharpen”, is also there - for cases where you want to just bring out the dominant influences

 

Mirroring

Mirroring is one of the most frequent automated tasks you might want from your skinning tool. With ngSkinTools, you’ll be able to:

  • Mirror rigs in any pose; no need to switch to T-pose;
  • Have granular control over left/right/center influences mapping, matching left/right joints by naming convention, joint labels, etc;
  • Easily mirror parts of your rig by leveraging layers;
  • Automatic mirroring of weights to the opposite side as you paint so that you don’t need to get distracted from painting while working on symmetrical layers.

 

Layer effects

With the “mirror as a layer effect” feature, ngSkinTools introduce a new concept to ngSkinTools - layer effects. This differs from automatic mirroring of weights as it’s not directly modifying your layer weights; instead, it’s a post-effect that happens in the background buffer. This has multiple benefits, like a much cleaner seamline of left/right sides, the ability to tweak mirroring settings AFTER weights are painted, etc.

 

Compatibility

As its predecessor, ngSkinTools2 operates on standard Maya skinCluster (also known as “smooth skin”), so no custom nodes will be required to use your rig. The plugin has a couple of custom nodes, but they’re only required while you work on setting up your skin weights and can be deleted after, so your work should stay compatible with most pipelines out there.

 

Performance

A lot of speed improvements have been made since V2, like improving the utilization of modern multi-core processors, or eliminating bottlenecks through much heavier use of performance profiling. Having a responsive, snappy tool is always a pleasure to work with.

關於此版本

版本 2.0.24, 2021/9/13
2.0.24 (2021-Mar-12) * Fixed: stylus pressure is not updated during the stroke; * Fixed: Maya crashes when smoothing an empty layer with “adjust existing influences only”; * Fixed: (regression) UI is not opening on macOS; 2.0.23 (2021-Mar-10) * Fixed: crashes on older CPUs on Windows that do not support AVX2; * Fixed: crashes on Linux when using the installer.sh (build system packaged wrong files!); * Added: adjustable brush size: don't reset to zero when changing brush size in the viewport; * Added: randomize influence colors in paint/display settings; * Added: layers on/off "eye" button in layers tree UI; * Fixed: ngSkinTools will not modify skinCluster's `normalizeWeights` value anymore; for performance boost, you still can disable skinCluster's normalization by setting `normalizeWeights=None`. In "normalizeWeights:interactive" skinCluster mode, Maya will no longer complain that "The weight total would have exceeded 1.0". ngSkinTools will try extra hard to normalize each vertex to a perfect 1.0; * Fixed: UI is not displayed correctly on high DPI displays when UI scaling is enabled in Maya. 2.0.22 (2021-Feb-06) Added: convenience tool for adding influences to existing skin clusters. Select influences, target mesh and select “Tools | Add Influence”; Fixed: weights will now display properly when viewport option “use default material” is turned on; Added: (v1 feature) Limit max influences per vertex before writing to skin cluster; Added: (v1 feature) Prune small weights before writing to skin cluster. 2.0.21 (2021-Jan-11) Added: copy/paste vertex weights between different selections (tab “tools” - “copy component weights/paste average component weights”); Added: tool “fill transparency” - for all empty vertices in a layer, assign weights from closest non-empty vertex; Added: “duplicate layer” operation; Added: “Merge layers” operation: combine selected layers into one. 2.0.20 (2020-Dec-02) Fixed: linux: crashing on startup 2.0.19 (2020-Nov-28) Added: influences mapping in mirror screen will now allow matching joints by DG connections; if symmetrical joints are linked between themselves with message connections, ngSkinTools will be able to leverage that information when mirroring weights; Added: symmetry mesh: an option to provide an alternative mesh for calculating vertex mapping for mirroring; Fixed: deleting visibility node can crash Maya sometimes, e.g. switching to component mode (F8) while paint tool is active 2.0.18 (2020-Nov-20) Added: “use all joints” option for “weights from closest joint” tool; few internal optimizations to speedup operation; Added: “weights from closest joint” option: create a new layer Fixed: “weights from closest joint”: the tool is only using joints as spots, but not as segments; Fixed: after “weights from closest joint” operation influences list is not refreshed; Fixed: “weights from closest joint”: “assign” button sometimes disabled; 2.0.17 (2020-Nov-19) Fixed: “resume in workspace” error while opening UI 2.0.16 (2020-Nov-15) Added: skin data will be compressed for ngSkinTools data nodes, which should substantially reduce file size for scenes with lots of skinning layers; Added: paint mode intensity sliders are now exponential: “smooth”, “add” and “sharpen” sliders will now be more precise for lower values, and “scale” mode will allow for more precision when setting high values. 2.0.15 (2020-Nov-10) Added: new “Set Weights” tab contains tools to apply weights to vertex/edge/polygon selection instead of painting. Added: new option for smooth tool - “only adjust existing vertex influences”; when this is turned on, smooth tool will prevent influences weights spreading across the surface Fixed: layer mirror effects correctly saved/loaded in files; Fixed: mask mirror effect was not correctly used by layer blending engine

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  • Now only ngSkinTools2
    Mikael Nesterov | 九月 13, 2023 驗證下載 (這是什麼?)

    I give this five stars and here's why. Firstly it's really fast and efficient then. Let's say this, if you have previously only used a standard set of skinning tools, so this will greatly change your work. I definitely recommend using it! I really like how this script handles mesh smoothing, it's really a big difference between standard antialiasing. It is worth noting that I am working in Maya version 2020. I create a rig for the animals and then animate them. I recently made a rig for very thin fins that have several bone joints inside. The back side did not intersect the front side. So "ngSkinTools2" did an excellent job of smoothing such surfaces. I would never have achieved this result using the standard skinning method. So I myself use the result of my work and understand how important the skinning process is. Yeah-yeah, Layers matter! The ability to create layers provides incredible control over the placement of weights that is unmatched by standard Mayan tools. I now have the ability to create really soft fillets over a long length of mesh with minimal bones. I also want to note the amazing job of mirroring the weight when working with a brush. And of course, save and load all the work done, all previously created layers and weight distribution. I was a little worried about entering the license key, but everything turned out to be simpler, I quickly entered the registration key and everything works great. Thank you Viktoras Makauskas for this awesome "ngSkinTools 2"! Good luck to everyone in rigging! ;)


  • incredibly
    Alex Vovk | 五月 01, 2023 驗證下載 (這是什麼?)

    I like this tool)


  • good tools, awful licence setup and support
    Mark Nicholas | 三月 25, 2022

    Licence binds to your computer so if you buy a new machine, register on the wrong computer or have multiple machines you will have to buy another licence, no response from support after trying for well over a month to help out with this.

    Jonathan Shelley | 八月 16, 2023

    Support is terrible. Purchased but have not received the license.


  • I can't use it
    Benjamin Trejo | 八月 06, 2021 驗證下載 (這是什麼?)

    I downloaded it but it ask me an ID number and I haven't received it neither the invoice of my purchase. 

     


  • A must-have for Maya rigging
    Aerys Bat | 六月 29, 2021 驗證下載 (這是什麼?)

    ngSkinTools 2 is a massive update to the essential plugin for layered weight painting in Maya! Fast and robust, once you try it you will wonder how you got along painting weights any other way.

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