I solved the problem for our pipeline by writing a tool which is similar to 
GATOR but runs as a command instead of an operator.  The advantage is the tool 
can operate on selected subcomponents instead of the entire mesh.  A further 
embellishment I exposed was different methods for searching the source mesh for 
envelope weights.  The user was free to move between built-in methods such as 
closest location, raycast, closest vertex, ... as well as other custom criteria 
I devised myself.

I also wrote a dedicated clothing transfer tool which allows weights to be 
painted on our main character, then transferred and refit onto the other 
characters while accounting for changes in proportions of limbs and torso, for 
example.

It's a very solvable problem if you crack open the script editor.


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Siew Yi Liang
Sent: Monday, February 17, 2014 10:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: Paint weights across multiple envelopes? And symmetry mapping 
errors....

The problem is...my mesh is already split up into pieces when i was starting to 
weight them. The full body mesh doesn't exist anymore, the hidden faces are 
already gone. :X

Also I tried duplicating all the geometry and merging it together while trying 
to preserve the existing weighting so I could continue working on it and then 
GATOR the weights back to the seperated geo later, but merging the geo together 
even while transferring all attributes seemed to remove the weighting from the 
character entirely...

I'm wondering if I should just bite the bullet and paint the weights manually 
at this point via numerical input. It's a pain, but right now I don't know of 
any other method that wouldn't be overly troublesome, short of modeling the 
hidden polys again and combining them back into the body mesh. The lack of 
ability to mirror weights on the head is going to be a real pain to get the rig 
to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of thing...I 
never even knew painting across multiple meshes was an issue, no wonder it's 
recommend to model unibody in XSI. Oh well, something new every day! :P

Thanks for the advice all!


Yours sincerely,

Siew Yi Liang
On 2/17/2014 3:14 AM, Greg Maguire wrote:
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<mailto: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<mailto: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<mailto: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<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






--

Greg Maguire | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
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