Thank you!! I´ll go try this all.
Thanks again Jeremie, I think most of them I got them wrong because of the
absence of the sym map.
Cheers.

On Fri, Sep 30, 2016 at 11:55 AM, Jeremie Passerin <gerem....@gmail.com>
wrote:

> It feels so long ago.
>
>
> Modeling >
> *Match Geometry* : Pretty sure you select a geo, click the button and
> pick the one geo to match. They need to have the same point count. It's
> matching the shape
> *Symmetrize points* : You need a symmetry map fro this one. It's
> resymmetrizing a geo if for some reason you have edit one side and forgot
> to edit the other side. The sym map must be created when the geo is still
> symmetrical
> *Merge with clusers* : Select a bunch of geo and merge them while
> preserving the clusters. That was a long time ago, maybe they fixed it a
> few version later.
> *Split polygon Islands* : Select a geo with multiple island, and it will
> kick out a geo per island
>
> Rigging >
> *Renamer* : Select a bunch of object to rename....
>
> Deform >Shape Key>
> I think you have to select points and a shape key, or just a shape key
> *Symmetrize Shape points* : You need a sym map for this one to work. It
> will symmetrize your shape, in case you only sclupted on one side
> *Mirror Shape Key*: this one will mirror the shape to the other side,
> basically flipping it to the other side. requires sym map.
> *Match shape key* : will match two shape key
>
> Envelope>
> Normalize weights: Select an object with an envelope and it will normalize
> that envelope
> Copy weight : points 2 point
> *Average central axis point weights* : Select the central line of your
> character and it will avergae the deformer influence form left to right
>
> Import/Export >
> *Import (export) skin*.: Select an object with an envelope and it will
> export the envelope to an xml file.
>
>
>
>
> I'm actually Tech Anim supervisor now at Blur. I got more
> responsabilities. I lead the tool development for Rigging, Hair, Cloth and
> Animation. I also Manage the Rigging and CFX team. Lots of fun ! Lots of
> work !
> Still happely using Softimage, but we're working hard on our unfortunate
> transition to Maya. Crying everyday about all the things we're missing and
> coding hard to implement them in Maya.
>
>
>
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