Boo, sorry, wrong printout!
It's more like this:
On Thursday, 12 April 2018 07:58:40 UTC+10, Michael Boon wrote:
> PyMel is probably the most straightforward because you can use the API
> command influenceObjects and then read the weightList from an attribute.
> Using the API would be much faster if your rig is complex.
> Using cmds...I'm sure someone else knows how to get the influence objects
> from an attr. It's not something I've ever had to do.
> Here's a PyMel example. With a couple of verts on a cylinder selected:
> import pymel.core as pm
> vert = pm.selected()
> mesh = vert.node()
> sc = mesh.listHistory(type='skinCluster') # Note this is not a great
> way to get skinClusters in general, but it works in simple situations.
> infs = sc.influenceObjects()
> print vert
> print mesh
> print sc
> vId = vert.currentItemIndex()
> print 'Vert:', vId
> for jId in xrange(sc.numInfluenceObjects()):
> print '\t', infs[jId], pm.getAttr(sc.weightList[vId].weights[jId])
> [nt.Joint(u'joint1'), nt.Joint(u'joint2'), nt.Joint(u'joint3'), nt.Joint(u
> [0, 1, 2, 3]
> Vert: 16
> joint1 0.0163752022203
> joint2 0.933793770143
> joint3 0.0495594248894
> joint4 0.000271602747264
> On Thursday, 12 April 2018 05:23:52 UTC+10, Eugene Flormata wrote:
>> does anyone know if it's possible to find a bone from a mesh vertex in
>> I've found links to code for finding the polygons effected from a bone
>> but I'm having trouble finding the right command in reverse
>> maybe getting a list of bones affecting one vertex, or the bone with the
>> most weight
>> any help would be great
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