Added: 3 years ago
From: kickstandlabs
Views: 8,954
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  • Wow, amazing stuff.

  • any of this coming to 3DS max? looks pretty useful

  • Outstanding performance! It does open so many possibilities!

  • i like that tool very much its very usefull for me and its works realy great.............!

  • How can you make that ball collision ? some one please tell me, when you watch the video at (2:57) the right ball is collision to the left one. How can you tell maya to make that ball to become colllision?

  • Great tool! Congrats!

  • No need to thank us for watching, we need to thank for developing such a grreat tool.

  • hey. i'm a noob. can you use strech mesh specifically for blend shapes also?

  • i love the contact between the two sphere.

    definitely useful when it come to animations.

    and thank god it's on maya unfortunately it is only for maya 2008 and 2009

  • wil definitely speed up for the rigging workflow.

  • Can this prog be used instead of bones and traditional rigs or is this simply something to help with stretchy / muscle type stuff?

  • it's not a replacement for the bones and rigs but it's a replacement for painting skin weights, which is a pain in the ass in maya. ;)

  • I'm buying it lol. Do you think this would go well with the PM_heatWeight script for better auto skin binding in maya or do you not even need it?

  • I've not tried PM_heatWeight yet. so, I can't tell you anything.

  • @ggnastist How does this replace painting skin weights? I dont understand

  • oops never mind... just saw the whole vid

  • does stretchmesh work on skinned geometry?

  • Just checked their site and looks like it's finally out!

  • I can't wait for this plugin to come out. As much as I like the new Maya Muscle, I'm looking for a lighter solution as it's way too heavy for my needs. It would be also really nice to not have to ever create another blendshape and I really like how you can use the stretchmesh in conjunction with Maya's own deformers.

    What would be really cool is if you could convert the stretchmesh deformer to a Maya skeletal "smooth bind", it would saves countless hours weighting "realtime" meshes.

  • not bad at all

  • not bad

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