In Maya there is no build-in rename tool, so you can use the MEL code: for ($obj in `ls-sl`) rename $obj “new_object”; With this line, you can rename a group of selected objects, they will be assigned a name “new_object”
Unlike 3dsMax, in Maya native skin binding functionality is still inconvenient for the following reasons: in Maya it’s still not possible to preserve and restore the predictable weights. But there are some greate plugins to solve this task, like ngSkinTools
I have found that in Maya 2013 there is a bug when you trying to switch between “Load By” items in the dialog box Save Weights.
I have written script for muscle weights similar to the “hammer” tool of the normal skin. The essence of the algorithm is that it takes a selected vertex and assigns weights from of the average weights of the neighbors. Often
There was a following problem in Maya: to separate a mesh and to preserve the skin for export to fbx. Polygon separate operation conflicts with fbx export. On other side if we clear the history of the operation, the skin