I see. Thank you for posting the image! That clarifies it perfectly. You’re referring specifically to the child joints. I thought you wanted all joints in world space and that made no sense!
As for the shape names, are you sure it’s Maya?
Nothing in the script looks for any hardcoded names. That function in particular is looking for the following crit:
#go through each found skin cluster, and if we find a skin cluster whose geometry matches our selection, get influences
for cluster in skinClusters:
geometry = cmds.skinCluster(cluster, q = True, g = True)[0]
geoTransform = cmds.listRelatives(geometry, parent = True)[0]
if geoTransform == geo:
f = open(path, 'w')
skinCluster = cluster
EDIT: To explain this snippet, it goes through each skinCluster you have in the scene, and queries the geometry of that skinCluster. That geometry is actually the name of the shape node. It then queries the parent of that, which is the transform node you see in the outliner and saves weights out with that transform node’s name. The fact your model is possibly referenced from what I can gather, might be causing this issues.
Is this something that Maya does for shapes that are referenced and have weighting?
possibly. So your mesh is being referenced into the file and you’re placing joints to that? I’m not sure how that will work out to be honest. Never tested that workflow, but I imagine the deformation tools won’t work for you in that case.
As for the hand pivots, I just confirmed this. The hand pivots still exist, but they get hidden when those fingers aren’t chosen. I’ll need to fix that.
In the meantime, you can select them with the following mel commands:
select l_hand_mid_pivot;
select r_hand_mid_pivot;
select l_hand_tip_pivot;
select r_hand_tip_pivot;
select l_hand_pinky_pivot;
select r_hand_pinky_pivot;