Original Post
Not sure if this is the right forum for this, but maybe my chance of getting an answer here is higher since I assume that graphics programmers had to create the importers for their graphical assets :-) Here is my problem. I am writing a Maya importer for some assets on an intermediate format. Meshes and bones are imported correctly, but now I am dealing with setting bone weight data into the vertices. I build the node hierarchy and then try to deal with skinning. Unfortunately it does not seem like there is an easy way to do this from the C++ Maya API. I end up calling a MEL command (newSkinCluster) to create the cluster, and start setting the weights on the vertices doing some crazy work, and resetting weights for bones that Maya had set automatically. Does anybody know of a better way to do this?