OHHH. So just duplicate my mesh objects, merge them all together, use
that to paint weights, and then GATOR over to individual pieces is what
you're saying? Going to try that now! Hopefully I can workaround the
symmetry problem that way as well...
(Speaking of which, does XSI have a way to prune deformers whose weight
influence on the mesh is zero?)
Yours sincerely,
Siew Yi Liang
On 2/17/2014 2:34 AM, Mirko Jankovic wrote:
Not sure how others deal with it but when having character that will
have cltoth weighted and simulated I like to have an mesh with full
body, and then 2nd mesh with only visible parts, hands, neck, head etc...
Then painting weights on full body mesh only, GATOR-ing everything
else and then for animationa nd everything els using only cloth and
partialy bodu mesh, and full body mesh is left out of model not used
for anything esle but for painting and GATOR-ing weights to all other
meshes on characters.
On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang <soni...@gmail.com
<mailto:soni...@gmail.com>> wrote:
Hi all, sorry for another silly question, but I've just spent the
better part of 3 hours trying to find a solution: is there
actually a way in XSI to paint across multiple envelopes at the
same time, assuming they have the same deformer influences? I've
been searching around for a way to do so but it doesn't seem like
I can, and the best I can hope for is to GATOR over the points I
want?
The problem is that I have a character split up into several
parts, so weighting the areas where neck meets shirt, torso meets
pants etc. is a little annoying when I can't paint across them
seamlessly. I've actually never had to deal with this before in
XSI, so I have no idea if this is actually possible?
Additionally, when trying to create a symmetry mapping template
for a certain geometry, I'm getting:
Application.CreateSymmetryMappingTemplate("", "", "", "")
# ERROR : 2057-GetSkeleton - Input object is not a skeleton object
- [line 492 in C:\Program Files\Autodesk\Softimage 2013
SP1\Application\DSScripts\enveloping.vbs]
The deformers affecting it are just implicit bones, so I'm not
sure what exactly the error is referring to - I tried manually
creating the symmetry template myself and mirroring the weights,
but nothing happened. No error message appeared, but the weights
didn't mirror either.
The scene file is available at: http://1drv.ms/1cfWE34 , I'd
really appreciate it if anyone has run into this situation before
and could spare a few minutes to take a quick look! The head
geometry is the one giving problems (I thought it might have had
something to do with the ICE facial rig, but I froze those
operators and tried doing the symmetry template again and it still
gave the same issue...)
--
Yours sincerely,
Siew Yi Liang