This is my preferred method too. ILM had a really cool concept I'd like to see in Soft. Instead of painting with the radius of a circle, make the brush three dimensional like a ball. Wings can be tricky, I generally chop the top or bottom part of a wing off and Gator everything. However a 3D ball would remove that need.
On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic <mirkoj.anima...@gmail.com>wrote: > You dont even have to merge them, gator will manage just fine for example: > > paint weigh on full body mesh > > duplicate body mesh and delete all non seen polys, you dont need them, but > you can jstu skip this and just keep full body mesh if you dont mind having > not seen polygons, maybe even better if cloth materials have > sometranslucency > > then GATOR shirt, pants.. any other cloth or prop object. > It iwill follow full body mehsh just fine > Tweak here or there if needed but in mosta case it works pretty fine > > > On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg <peter....@googlemail.com>wrote: > >> Yep, I do as Mirko does for this stuff, the envelope tools are fairly >> limited for a lot of this fiddly kind of things. >> >> >> If you're merging existing geo together make sure everything is welded - >> Polygon Islands are a pain to deal with as well. Ideally you want some kind >> of single mesh body-glove for the 'master' envelope. >> >> >> On 17 February 2014 10:34, Mirko Jankovic <mirkoj.anima...@gmail.com>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>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 >>>> >>>> >>> >> > -- *Greg Maguire* | Inlifesize Mobile: +44 7512 361462 | Phone: +44 2890 204739 g...@inlifesize.com | www.inlifesize.com