So… we have some 20-40k meshes that need to be skinned, but this is proving difficult and time consuming in Maya.
I was told to make a lower res mesh and skin that then transfer weights, why is maya so sluggish with somewhat larger meshes? I see the skin deformer isn’t multi-threaded, but it’s something else as well. My skin tools just crawl on slightly larger meshes, as do the built in tools…
I have heard there’s an improved way to transfer weights by like closest point on surface or something (sounds like transfer maps), but I can’t find this. Are people talking about the transfer attributes stuff? This isn’t working for us.