Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
Here are the reason why I prefer the cut out(maya 2022 and previous) :
1. it is cleaner in the sense that you don't need to have an entire body if 
your are just movind points in the head. 
2. the file size where your keep your blendshapes will be smaller. You 
might not notice this is cartoony characters, but if you are working with 
high res geo (like in realistic character) you will feel the impact in size 
and loading times.
3. if the body topology changes, all your facial blendshapes are still 
safe. Even adding an extra loop in the fingers later on will mess up all 
your facial blendshapes.
4. cutting out the head will allow you to display the head with different 
LODs. You might get 24 fps with one char in the scene but if you have 4, i 
hardly see it will keep up to 24 fps. If you cut out the head you can 
display it with a procy
  body so you will have 24 fps with many chars in the scene.

In a nutt shell I find separating the head a cleaner and more optimize 
design. Just do what ever you think is best for your workflow.


El miércoles, 23 de junio de 2021 a las 3:06:45 UTC+2, smann escribió:

> Yes that's what I'm saying Roy, 
>   You no longer need to separate.. as the morph deformer will act like a 
> blendShape to the joined full body/head . 
>
> If you don't need it to be connected.. like the neck goes under a shirt. 
> then sure..   I prefer separate shells,,, ( I am not a multi shell poly 
> fan) 
>
> but for characters where you have the head and neck connection visible as 
> it flows into the body,, then  I don't bother to cut the head off and go 
> thru the rig-a-marole of cutting off and re-ordering and re-connecting 
> hack. 
> Dropping your verts out of the blendShape deformer will result in a 
> similar performance and file size.  or if in 2022 you can use the morph 
> deformer.
>
> -=s
>
> On Tue, Jun 22, 2021 at 8:17 PM Rudi Hammad  wrote:
>
>> By the way I just saw that the solution I came out with it is what he 
>> mentioned in the video. Happy accidents happen after all!
>>
>>
>>
>> El miércoles, 23 de junio de 2021 a las 2:05:30 UTC+2, Rudi Hammad 
>> escribió:
>>
>>> Cool stuff about the morph deformer. I just need something that works 
>>> across previous maya version. Thanks for the ref.
>>> About separating the head it simply how I like to my rigs. I used both 
>>> method in different production and still prefer the cut out.
>>>
>>> El martes, 22 de junio de 2021 a las 23:12:22 UTC+2, Roy Nieterau 
>>> escribió:
>>>
 Not an answer to the question, but the separated mesh rig-blendshape 
 workflow can be much optimized in Maya 2022 using the new Morph deformer: 
 https://youtu.be/Cdow0UVZfBI?t=1605
 In particular the "partial deformation" around 28:10 he states it and 
 starts showing after. :) No need for actual merging of meshes, etc. - 
 That's prone to get slow!

 On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:

> Why are you separating the head.. you don't really need to do that 
> technique any more , now that there is the morph deformer... 
>
> Also, I usually found the performance hit of having a connected head 
> to body with morph targets was never really that bad.. especially if you 
> remove the body components from the blend shape. 
>
> I'd be curious if the head cutting off is still necessary , and in 
> what cases.. 
>
>
> -=s
>
>
>
> On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke  
> wrote:
>
>> that's true when it stays separate, but when merging the 2 pieces 
>> together including merging overlapping verts and vert UV, order for 
>> those 
>> merged verts can change
>>
>>
>>
>>
>> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi  
>> wrote:
>>
>>> Nice!
>>>
>>> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  
>>> wrote:
>>>
 Actually I is possible, I did figure out how to do it. If you 
 separate the head from the body, duplicate the head, and then 
 recombine the 
 head to the body, vertex order is preserved.
 Then you can do a blendshape. I'll probably end up writing a 
 deformer anyway, but that's a nice little trick there.


 El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, 
 hannes...@gmail.com escribió:

> match by vert id is impossible in that case because the vert ids 
> cant ever match, unless you somehow reorder the verts yourself from 
> the 
> mesh with the most verts(the body)
> what i suggest to do instead is match vert by world position, or 
> if you have unique UVs by UV position.
>
> get the closest vert, for every vert. and hook them up in a tuple.
> then use this to do anything you want. ex transfer skinning.
>
> i suggest to do this with openmaya because of speed
> it will be very 

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread stephenkmann
Yes that's what I'm saying Roy,
  You no longer need to separate.. as the morph deformer will act like a
blendShape to the joined full body/head .

If you don't need it to be connected.. like the neck goes under a shirt.
then sure..   I prefer separate shells,,, ( I am not a multi shell poly
fan)

but for characters where you have the head and neck connection visible as
it flows into the body,, then  I don't bother to cut the head off and go
thru the rig-a-marole of cutting off and re-ordering and re-connecting
hack.
Dropping your verts out of the blendShape deformer will result in a similar
performance and file size.  or if in 2022 you can use the morph deformer.

-=s

On Tue, Jun 22, 2021 at 8:17 PM Rudi Hammad  wrote:

> By the way I just saw that the solution I came out with it is what he
> mentioned in the video. Happy accidents happen after all!
>
>
>
> El miércoles, 23 de junio de 2021 a las 2:05:30 UTC+2, Rudi Hammad
> escribió:
>
>> Cool stuff about the morph deformer. I just need something that works
>> across previous maya version. Thanks for the ref.
>> About separating the head it simply how I like to my rigs. I used both
>> method in different production and still prefer the cut out.
>>
>> El martes, 22 de junio de 2021 a las 23:12:22 UTC+2, Roy Nieterau
>> escribió:
>>
>>> Not an answer to the question, but the separated mesh rig-blendshape
>>> workflow can be much optimized in Maya 2022 using the new Morph deformer:
>>> https://youtu.be/Cdow0UVZfBI?t=1605
>>> In particular the "partial deformation" around 28:10 he states it and
>>> starts showing after. :) No need for actual merging of meshes, etc. -
>>> That's prone to get slow!
>>>
>>> On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:
>>>
 Why are you separating the head.. you don't really need to do that
 technique any more , now that there is the morph deformer...

 Also, I usually found the performance hit of having a connected head to
 body with morph targets was never really that bad.. especially if you
 remove the body components from the blend shape.

 I'd be curious if the head cutting off is still necessary , and in what
 cases..


 -=s



 On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke 
 wrote:

> that's true when it stays separate, but when merging the 2 pieces
> together including merging overlapping verts and vert UV, order for those
> merged verts can change
>
>
>
>
> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi 
> wrote:
>
>> Nice!
>>
>> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad 
>> wrote:
>>
>>> Actually I is possible, I did figure out how to do it. If you
>>> separate the head from the body, duplicate the head, and then recombine 
>>> the
>>> head to the body, vertex order is preserved.
>>> Then you can do a blendshape. I'll probably end up writing a
>>> deformer anyway, but that's a nice little trick there.
>>>
>>>
>>> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2,
>>> hannes...@gmail.com escribió:
>>>
 match by vert id is impossible in that case because the vert ids
 cant ever match, unless you somehow reorder the verts yourself from the
 mesh with the most verts(the body)
 what i suggest to do instead is match vert by world position, or if
 you have unique UVs by UV position.

 get the closest vert, for every vert. and hook them up in a tuple.
 then use this to do anything you want. ex transfer skinning.

 i suggest to do this with openmaya because of speed
 it will be very slow in pymel



 On Tue, 22 Jun 2021 at 10:46, Rudi Hammad 
 wrote:

> (so no, meshes whould not have the same number of cvs)
>
> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad
> escribió:
>
>>
>>
>> yes, i want to have different topologies. The use case would be a
>> rig where you have a mesh cut out of the head for the facial rig, 
>> that you
>> blendshape into the full body mesh. So there you have 2 different
>> topologies. In maya you can do a blendshape between different 
>> topologies
>> but if the ids don't match you get unwanted results.
>> I can achieve that alternativly wrighting a wrap deformer , but I
>> was wondering  by beeing able to match the vertices ids it would be 
>> easier.
>>
>> R
>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi
>> escribió:
>>
>>> Ok. Btw, I am curious as to how you would transfer the vertex id
>>> for two differing topologies. Can you give some details about
>>> what's different between the two topologies. In any case, I assume 
>>> that

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
By the way I just saw that the solution I came out with it is what he 
mentioned in the video. Happy accidents happen after all!



El miércoles, 23 de junio de 2021 a las 2:05:30 UTC+2, Rudi Hammad escribió:

> Cool stuff about the morph deformer. I just need something that works 
> across previous maya version. Thanks for the ref.
> About separating the head it simply how I like to my rigs. I used both 
> method in different production and still prefer the cut out.
>
> El martes, 22 de junio de 2021 a las 23:12:22 UTC+2, Roy Nieterau escribió:
>
>> Not an answer to the question, but the separated mesh rig-blendshape 
>> workflow can be much optimized in Maya 2022 using the new Morph deformer: 
>> https://youtu.be/Cdow0UVZfBI?t=1605
>> In particular the "partial deformation" around 28:10 he states it and 
>> starts showing after. :) No need for actual merging of meshes, etc. - 
>> That's prone to get slow!
>>
>> On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:
>>
>>> Why are you separating the head.. you don't really need to do that 
>>> technique any more , now that there is the morph deformer... 
>>>
>>> Also, I usually found the performance hit of having a connected head to 
>>> body with morph targets was never really that bad.. especially if you 
>>> remove the body components from the blend shape. 
>>>
>>> I'd be curious if the head cutting off is still necessary , and in what 
>>> cases.. 
>>>
>>>
>>> -=s
>>>
>>>
>>>
>>> On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke  
>>> wrote:
>>>
 that's true when it stays separate, but when merging the 2 pieces 
 together including merging overlapping verts and vert UV, order for those 
 merged verts can change




 On Tue, 22 Jun 2021 at 12:01, Alok Gandhi  wrote:

> Nice!
>
> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  
> wrote:
>
>> Actually I is possible, I did figure out how to do it. If you 
>> separate the head from the body, duplicate the head, and then recombine 
>> the 
>> head to the body, vertex order is preserved.
>> Then you can do a blendshape. I'll probably end up writing a deformer 
>> anyway, but that's a nice little trick there.
>>
>>
>> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, 
>> hannes...@gmail.com escribió:
>>
>>> match by vert id is impossible in that case because the vert ids 
>>> cant ever match, unless you somehow reorder the verts yourself from the 
>>> mesh with the most verts(the body)
>>> what i suggest to do instead is match vert by world position, or if 
>>> you have unique UVs by UV position.
>>>
>>> get the closest vert, for every vert. and hook them up in a tuple.
>>> then use this to do anything you want. ex transfer skinning.
>>>
>>> i suggest to do this with openmaya because of speed
>>> it will be very slow in pymel
>>>
>>>
>>>
>>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  
>>> wrote:
>>>
 (so no, meshes whould not have the same number of cvs)

 El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad 
 escribió:

>
>
> yes, i want to have different topologies. The use case would be a 
> rig where you have a mesh cut out of the head for the facial rig, 
> that you 
> blendshape into the full body mesh. So there you have 2 different 
> topologies. In maya you can do a blendshape between different 
> topologies 
> but if the ids don't match you get unwanted results.
> I can achieve that alternativly wrighting a wrap deformer , but I 
> was wondering  by beeing able to match the vertices ids it would be 
> easier.
>
> R
> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi 
> escribió:
>
>> Ok. Btw, I am curious as to how you would transfer the vertex id 
>> for two differing topologies. Can you give some details about 
>> what's different between the two topologies. In any case, I assume 
>> that 
>> they have the same number of vertex (otherwise you cannot transfer 
>> the 
>> vertex ids).
>>
>>
>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  
>> wrote:
>>
>>> It looks similar to maya's transfer attribute tool, but it 
>>> doesn't look to do a vertex id transfer.
>>>
>>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi 
>>> escribió:
>>>
 There was GATOR 
 
  
 is Softimage XSI that could handle such cases as yours. I remember 
 vaguely 
 that it was being worked upon in Maya 

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
Cool stuff about the morph deformer. I just need something that works 
across previous maya version. Thanks for the ref.
About separating the head it simply how I like to my rigs. I used both 
method in different production and still prefer the cut out.

El martes, 22 de junio de 2021 a las 23:12:22 UTC+2, Roy Nieterau escribió:

> Not an answer to the question, but the separated mesh rig-blendshape 
> workflow can be much optimized in Maya 2022 using the new Morph deformer: 
> https://youtu.be/Cdow0UVZfBI?t=1605
> In particular the "partial deformation" around 28:10 he states it and 
> starts showing after. :) No need for actual merging of meshes, etc. - 
> That's prone to get slow!
>
> On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:
>
>> Why are you separating the head.. you don't really need to do that 
>> technique any more , now that there is the morph deformer... 
>>
>> Also, I usually found the performance hit of having a connected head to 
>> body with morph targets was never really that bad.. especially if you 
>> remove the body components from the blend shape. 
>>
>> I'd be curious if the head cutting off is still necessary , and in what 
>> cases.. 
>>
>>
>> -=s
>>
>>
>>
>> On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke  
>> wrote:
>>
>>> that's true when it stays separate, but when merging the 2 pieces 
>>> together including merging overlapping verts and vert UV, order for those 
>>> merged verts can change
>>>
>>>
>>>
>>>
>>> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi  wrote:
>>>
 Nice!

 On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  wrote:

> Actually I is possible, I did figure out how to do it. If you separate 
> the head from the body, duplicate the head, and then recombine the head 
> to 
> the body, vertex order is preserved.
> Then you can do a blendshape. I'll probably end up writing a deformer 
> anyway, but that's a nice little trick there.
>
>
> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, 
> hannes...@gmail.com escribió:
>
>> match by vert id is impossible in that case because the vert ids cant 
>> ever match, unless you somehow reorder the verts yourself from the mesh 
>> with the most verts(the body)
>> what i suggest to do instead is match vert by world position, or if 
>> you have unique UVs by UV position.
>>
>> get the closest vert, for every vert. and hook them up in a tuple.
>> then use this to do anything you want. ex transfer skinning.
>>
>> i suggest to do this with openmaya because of speed
>> it will be very slow in pymel
>>
>>
>>
>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:
>>
>>> (so no, meshes whould not have the same number of cvs)
>>>
>>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad 
>>> escribió:
>>>


 yes, i want to have different topologies. The use case would be a 
 rig where you have a mesh cut out of the head for the facial rig, that 
 you 
 blendshape into the full body mesh. So there you have 2 different 
 topologies. In maya you can do a blendshape between different 
 topologies 
 but if the ids don't match you get unwanted results.
 I can achieve that alternativly wrighting a wrap deformer , but I 
 was wondering  by beeing able to match the vertices ids it would be 
 easier.

 R
 El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi 
 escribió:

> Ok. Btw, I am curious as to how you would transfer the vertex id 
> for two differing topologies. Can you give some details about 
> what's different between the two topologies. In any case, I assume 
> that 
> they have the same number of vertex (otherwise you cannot transfer 
> the 
> vertex ids).
>
>
> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  
> wrote:
>
>> It looks similar to maya's transfer attribute tool, but it 
>> doesn't look to do a vertex id transfer.
>>
>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi 
>> escribió:
>>
>>> There was GATOR 
>>> 
>>>  
>>> is Softimage XSI that could handle such cases as yours. I remember 
>>> vaguely 
>>> that it was being worked upon in Maya (since the Softimage dev team 
>>> was 
>>> merged with the Maya team). I am not sure if it exists in Maya in 
>>> some 
>>> form. Maybe someone here has more information and can comment.
>>>
>>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  
>>> wrote:
>>>
 That was to nice to 

Re: [Maya-Python] Multiple optionMenu lists working with one directory problem

2021-06-22 Thread Justin Israel
On Wed, Jun 23, 2021 at 10:43 AM Anastasia Korol 
wrote:

> Hi guys! I am doing simple UI for choosing textures for two nodes in the
> shader and I can't make the optionMenu command to work one by one with the
> same source for the both optionMenu1 and optionMenu2. I have one directory
> to choose and need two similar lists where user can choose the texture file
> and apply it on two different nodes. So far I am interested only in
> understanding how to make both of the optionMenus work with one folder
> button:


The button should only be able to attach to a single layout, because the
layout takes ownership of its position. You should try creating a second
instance of the button for the second layout.


>
>
>
>
> import maya.cmds as cmds
> from os import listdir
>
> class AK_TextureLink(object):
> def __init__(self):
> self.window = 'ShaderWindow'
> self.title = 'Layered Shader Window'
> self.size = (600, 250)
> self.createWindow()
>
> def createWindow(self):
> if cmds.window(self.window, exists = True):
> cmds.deleteUI(self.window, window = True)
>
> self.window = cmds.window(self.window, title = self.title,
> widthHeight = self.size)
>
>
> self.mainForm = cmds.formLayout(numberOfDivisions = 100);
>
> self.titleDisplay = cmds.text(label = self.title, align="center",
> font = 'boldLabelFont')
> cmds.formLayout(self.mainForm, edit = True, attachForm=(
> [self.titleDisplay, 'top', 5],
>
>  [self.titleDisplay, 'left', 5],
>
>  [self.titleDisplay, 'right', 5] ))
>
>
>
> self.titleSeparator = cmds.separator();
> cmds.formLayout(self.mainForm, edit=True, attachControl =
> [self.titleSeparator, 'top', 10, self.titleDisplay],
>   attachForm =
> ([self.titleSeparator, 'left', 5],
>
> [self.titleSeparator, 'right', 5] ))
> #creating the button for folder choice
>
> self.btnFolderSet1 = cmds.button(label='Set Texture Folder',
> height=30, width=150, command=self.SetFolderBtnCmd1)
> cmds.formLayout(self.mainForm, edit=True, attachControl =
> [self.btnFolderSet1, 'top', 30, self.titleDisplay],
>   attachForm =
> [self.btnFolderSet1, 'left', 5])
>
>
> #the first list which i want to work with folder choice button
> self.firstTextureList = cmds.optionMenu('optionMenu1',label="First
> File List")
> cmds.formLayout(self.mainForm, edit=True, attachControl =
> [self.firstTextureList, 'top', 30, self.btnFolderSet1],
>   attachForm =
> [self.firstTextureList, 'left', 5])
>
>
> #the second list which is working with folder button
>
> self.secondTextureList =
> cmds.optionMenu('optionMenu2',label="Second File List")
> cmds.formLayout(self.mainForm, edit=True, attachControl =
> ([self.secondTextureList, 'top', 30, self.btnFolderSet1],
>
>  [self.secondTextureList, 'left', 20, self.firstTextureList]))
>
>
>
> self.btnApplyShader = cmds.button(label='Apply Shader', height=30,
> width=150, command=self.applyShaderBtnCmd)
> cmds.formLayout(self.mainForm, edit=True, attachControl =
> [self.btnApplyShader, 'top', 20, self.firstTextureList],
>   attachForm =
> [self.btnApplyShader, 'left', 5])
>
> cmds.showWindow()
>
> def SetFolderBtnCmd1(self, *args):
> print 'button pressed'
> basicFilter = "Image Files (*.jpg *.jpeg *.tga *.png *.tiff *.bmp
> *.psd)"
> self.myDir = cmds.fileDialog2 (fileFilter=basicFilter,
> dialogStyle=2, fm=3)
> myFiles = listdir(self.myDir[0])
>
> for items in myFiles:
> fileEndings =
> ('.psd','.PSD','.jpg','JPG','.jpeg','.JPEG','.tga','.TGA','.png','.PNG','.tiff','.TIFF','.bmp','.BMP')
> if items.endswith(fileEndings):
> cmds.menuItem(items)
> else:
> cmds.warning(items + 'This is not a valid image type, you
> fool.')
>
> print myFiles
>
>
> def applyShaderBtnCmd(self, *args):
> print 'shader button pressed'
>
>
> myTextureRelink = AK_TextureLink()
>
>
>
> Thank you!
>
>
>
> --
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> 
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>

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[Maya-Python] Multiple optionMenu lists working with one directory problem

2021-06-22 Thread Anastasia Korol
Hi guys! I am doing simple UI for choosing textures for two nodes in the 
shader and I can't make the optionMenu command to work one by one with the 
same source for the both optionMenu1 and optionMenu2. I have one directory 
to choose and need two similar lists where user can choose the texture file 
and apply it on two different nodes. So far I am interested only in 
understanding how to make both of the optionMenus work with one folder 
button:




import maya.cmds as cmds
from os import listdir

class AK_TextureLink(object):
def __init__(self):
self.window = 'ShaderWindow'
self.title = 'Layered Shader Window'
self.size = (600, 250)
self.createWindow()

def createWindow(self):
if cmds.window(self.window, exists = True):
cmds.deleteUI(self.window, window = True)

self.window = cmds.window(self.window, title = self.title, 
widthHeight = self.size)


self.mainForm = cmds.formLayout(numberOfDivisions = 100);

self.titleDisplay = cmds.text(label = self.title, align="center", 
font = 'boldLabelFont')
cmds.formLayout(self.mainForm, edit = True, attachForm=( 
[self.titleDisplay, 'top', 5],

 [self.titleDisplay, 'left', 5],

 [self.titleDisplay, 'right', 5] ))
 
 

self.titleSeparator = cmds.separator();
cmds.formLayout(self.mainForm, edit=True, attachControl = 
[self.titleSeparator, 'top', 10, self.titleDisplay],
  attachForm = 
([self.titleSeparator, 'left', 5],

[self.titleSeparator, 'right', 5] ))
#creating the button for folder choice  
  
self.btnFolderSet1 = cmds.button(label='Set Texture Folder', 
height=30, width=150, command=self.SetFolderBtnCmd1)
cmds.formLayout(self.mainForm, edit=True, attachControl = 
[self.btnFolderSet1, 'top', 30, self.titleDisplay],
  attachForm = 
[self.btnFolderSet1, 'left', 5])
  
  
#the first list which i want to work with folder choice button
self.firstTextureList = cmds.optionMenu('optionMenu1',label="First 
File List")
cmds.formLayout(self.mainForm, edit=True, attachControl = 
[self.firstTextureList, 'top', 30, self.btnFolderSet1],
  attachForm = 
[self.firstTextureList, 'left', 5])
  

#the second list which is working with folder button
  
self.secondTextureList = 
cmds.optionMenu('optionMenu2',label="Second File List")
cmds.formLayout(self.mainForm, edit=True, attachControl = 
([self.secondTextureList, 'top', 30, self.btnFolderSet1],
  
 [self.secondTextureList, 'left', 20, self.firstTextureList]))
   
 

self.btnApplyShader = cmds.button(label='Apply Shader', height=30, 
width=150, command=self.applyShaderBtnCmd)
cmds.formLayout(self.mainForm, edit=True, attachControl = 
[self.btnApplyShader, 'top', 20, self.firstTextureList],
  attachForm = 
[self.btnApplyShader, 'left', 5])
  
cmds.showWindow()  

def SetFolderBtnCmd1(self, *args):
print 'button pressed' 
basicFilter = "Image Files (*.jpg *.jpeg *.tga *.png *.tiff *.bmp 
*.psd)"
self.myDir = cmds.fileDialog2 (fileFilter=basicFilter, 
dialogStyle=2, fm=3)
myFiles = listdir(self.myDir[0])

for items in myFiles:
fileEndings = 
('.psd','.PSD','.jpg','JPG','.jpeg','.JPEG','.tga','.TGA','.png','.PNG','.tiff','.TIFF','.bmp','.BMP')
if items.endswith(fileEndings):
cmds.menuItem(items)
else:
cmds.warning(items + 'This is not a valid image type, you 
fool.')

print myFiles


def applyShaderBtnCmd(self, *args):
print 'shader button pressed'

   
myTextureRelink = AK_TextureLink()



Thank you!
 


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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Roy Nieterau
 Not an answer to the question, but the separated mesh rig-blendshape 
workflow can be much optimized in Maya 2022 using the new Morph deformer: 
https://youtu.be/Cdow0UVZfBI?t=1605
In particular the "partial deformation" around 28:10 he states it and 
starts showing after. :) No need for actual merging of meshes, etc. - 
That's prone to get slow!

On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:

> Why are you separating the head.. you don't really need to do that 
> technique any more , now that there is the morph deformer... 
>
> Also, I usually found the performance hit of having a connected head to 
> body with morph targets was never really that bad.. especially if you 
> remove the body components from the blend shape. 
>
> I'd be curious if the head cutting off is still necessary , and in what 
> cases.. 
>
>
> -=s
>
>
>
> On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke  
> wrote:
>
>> that's true when it stays separate, but when merging the 2 pieces 
>> together including merging overlapping verts and vert UV, order for those 
>> merged verts can change
>>
>>
>>
>>
>> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi  wrote:
>>
>>> Nice!
>>>
>>> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  wrote:
>>>
 Actually I is possible, I did figure out how to do it. If you separate 
 the head from the body, duplicate the head, and then recombine the head to 
 the body, vertex order is preserved.
 Then you can do a blendshape. I'll probably end up writing a deformer 
 anyway, but that's a nice little trick there.


 El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, 
 hannes...@gmail.com escribió:

> match by vert id is impossible in that case because the vert ids cant 
> ever match, unless you somehow reorder the verts yourself from the mesh 
> with the most verts(the body)
> what i suggest to do instead is match vert by world position, or if 
> you have unique UVs by UV position.
>
> get the closest vert, for every vert. and hook them up in a tuple.
> then use this to do anything you want. ex transfer skinning.
>
> i suggest to do this with openmaya because of speed
> it will be very slow in pymel
>
>
>
> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:
>
>> (so no, meshes whould not have the same number of cvs)
>>
>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad 
>> escribió:
>>
>>>
>>>
>>> yes, i want to have different topologies. The use case would be a 
>>> rig where you have a mesh cut out of the head for the facial rig, that 
>>> you 
>>> blendshape into the full body mesh. So there you have 2 different 
>>> topologies. In maya you can do a blendshape between different 
>>> topologies 
>>> but if the ids don't match you get unwanted results.
>>> I can achieve that alternativly wrighting a wrap deformer , but I 
>>> was wondering  by beeing able to match the vertices ids it would be 
>>> easier.
>>>
>>> R
>>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi 
>>> escribió:
>>>
 Ok. Btw, I am curious as to how you would transfer the vertex id 
 for two differing topologies. Can you give some details about 
 what's different between the two topologies. In any case, I assume 
 that 
 they have the same number of vertex (otherwise you cannot transfer the 
 vertex ids).


 On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  
 wrote:

> It looks similar to maya's transfer attribute tool, but it doesn't 
> look to do a vertex id transfer.
>
> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi 
> escribió:
>
>> There was GATOR 
>> 
>>  
>> is Softimage XSI that could handle such cases as yours. I remember 
>> vaguely 
>> that it was being worked upon in Maya (since the Softimage dev team 
>> was 
>> merged with the Maya team). I am not sure if it exists in Maya in 
>> some 
>> form. Maybe someone here has more information and can comment.
>>
>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  
>> wrote:
>>
>>> That was to nice to be true. So I guess there is no easy way (or 
>>> no way at all probably) to transfer the vertices ids between 
>>> different 
>>> topologies?
>>>
>>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, 
>>> voidr...@gmail.com escribió:
>>>
 I believe you need to have the same topology to transfer the 
 vertex order, since you'll need the same number of vtx to copy the 
 id to, 

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread stephenkmann
Why are you separating the head.. you don't really need to do that
technique any more , now that there is the morph deformer...

Also, I usually found the performance hit of having a connected head to
body with morph targets was never really that bad.. especially if you
remove the body components from the blend shape.

I'd be curious if the head cutting off is still necessary , and in what
cases..


-=s



On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke 
wrote:

> that's true when it stays separate, but when merging the 2 pieces together
> including merging overlapping verts and vert UV, order for those merged
> verts can change
>
>
>
>
> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi 
> wrote:
>
>> Nice!
>>
>> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  wrote:
>>
>>> Actually I is possible, I did figure out how to do it. If you separate
>>> the head from the body, duplicate the head, and then recombine the head to
>>> the body, vertex order is preserved.
>>> Then you can do a blendshape. I'll probably end up writing a deformer
>>> anyway, but that's a nice little trick there.
>>>
>>>
>>> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, hannes...@gmail.com
>>> escribió:
>>>
 match by vert id is impossible in that case because the vert ids cant
 ever match, unless you somehow reorder the verts yourself from the mesh
 with the most verts(the body)
 what i suggest to do instead is match vert by world position, or if you
 have unique UVs by UV position.

 get the closest vert, for every vert. and hook them up in a tuple.
 then use this to do anything you want. ex transfer skinning.

 i suggest to do this with openmaya because of speed
 it will be very slow in pymel



 On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:

> (so no, meshes whould not have the same number of cvs)
>
> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad
> escribió:
>
>>
>>
>> yes, i want to have different topologies. The use case would be a rig
>> where you have a mesh cut out of the head for the facial rig, that you
>> blendshape into the full body mesh. So there you have 2 different
>> topologies. In maya you can do a blendshape between different topologies
>> but if the ids don't match you get unwanted results.
>> I can achieve that alternativly wrighting a wrap deformer , but I was
>> wondering  by beeing able to match the vertices ids it would be easier.
>>
>> R
>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi
>> escribió:
>>
>>> Ok. Btw, I am curious as to how you would transfer the vertex id for
>>> two differing topologies. Can you give some details about what's 
>>> different
>>> between the two topologies. In any case, I assume that they have the 
>>> same
>>> number of vertex (otherwise you cannot transfer the vertex ids).
>>>
>>>
>>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad 
>>> wrote:
>>>
 It looks similar to maya's transfer attribute tool, but it doesn't
 look to do a vertex id transfer.

 El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi
 escribió:

> There was GATOR
> 
> is Softimage XSI that could handle such cases as yours. I remember 
> vaguely
> that it was being worked upon in Maya (since the Softimage dev team 
> was
> merged with the Maya team). I am not sure if it exists in Maya in some
> form. Maybe someone here has more information and can comment.
>
> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad 
> wrote:
>
>> That was to nice to be true. So I guess there is no easy way (or
>> no way at all probably) to transfer the vertices ids between 
>> different
>> topologies?
>>
>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2,
>> voidr...@gmail.com escribió:
>>
>>> I believe you need to have the same topology to transfer the
>>> vertex order, since you'll need the same number of vtx to copy the 
>>> id to,
>>> otherwise maya will crash.
>>>
>>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>>
 Hello,
 haven't found anything in the search bar and nothing really
 worked for me doing a google search, so I was wondering if it is 
 possible
 to transfer the vertices ids from one mesh to another with 
 different
 topologies. There is a tool in Maya called transfer vertex order , 
 but it
 crashes maya every time.
 Any suggestions?
 Thanks

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Hannes Delbeke
that's true when it stays separate, but when merging the 2 pieces together
including merging overlapping verts and vert UV, order for those merged
verts can change




On Tue, 22 Jun 2021 at 12:01, Alok Gandhi  wrote:

> Nice!
>
> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  wrote:
>
>> Actually I is possible, I did figure out how to do it. If you separate
>> the head from the body, duplicate the head, and then recombine the head to
>> the body, vertex order is preserved.
>> Then you can do a blendshape. I'll probably end up writing a deformer
>> anyway, but that's a nice little trick there.
>>
>>
>> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, hannes...@gmail.com
>> escribió:
>>
>>> match by vert id is impossible in that case because the vert ids cant
>>> ever match, unless you somehow reorder the verts yourself from the mesh
>>> with the most verts(the body)
>>> what i suggest to do instead is match vert by world position, or if you
>>> have unique UVs by UV position.
>>>
>>> get the closest vert, for every vert. and hook them up in a tuple.
>>> then use this to do anything you want. ex transfer skinning.
>>>
>>> i suggest to do this with openmaya because of speed
>>> it will be very slow in pymel
>>>
>>>
>>>
>>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:
>>>
 (so no, meshes whould not have the same number of cvs)

 El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad
 escribió:

>
>
> yes, i want to have different topologies. The use case would be a rig
> where you have a mesh cut out of the head for the facial rig, that you
> blendshape into the full body mesh. So there you have 2 different
> topologies. In maya you can do a blendshape between different topologies
> but if the ids don't match you get unwanted results.
> I can achieve that alternativly wrighting a wrap deformer , but I was
> wondering  by beeing able to match the vertices ids it would be easier.
>
> R
> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi
> escribió:
>
>> Ok. Btw, I am curious as to how you would transfer the vertex id for
>> two differing topologies. Can you give some details about what's 
>> different
>> between the two topologies. In any case, I assume that they have the same
>> number of vertex (otherwise you cannot transfer the vertex ids).
>>
>>
>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad 
>> wrote:
>>
>>> It looks similar to maya's transfer attribute tool, but it doesn't
>>> look to do a vertex id transfer.
>>>
>>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi
>>> escribió:
>>>
 There was GATOR
 
 is Softimage XSI that could handle such cases as yours. I remember 
 vaguely
 that it was being worked upon in Maya (since the Softimage dev team was
 merged with the Maya team). I am not sure if it exists in Maya in some
 form. Maybe someone here has more information and can comment.

 On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad 
 wrote:

> That was to nice to be true. So I guess there is no easy way (or
> no way at all probably) to transfer the vertices ids between different
> topologies?
>
> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2,
> voidr...@gmail.com escribió:
>
>> I believe you need to have the same topology to transfer the
>> vertex order, since you'll need the same number of vtx to copy the 
>> id to,
>> otherwise maya will crash.
>>
>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>
>>> Hello,
>>> haven't found anything in the search bar and nothing really
>>> worked for me doing a google search, so I was wondering if it is 
>>> possible
>>> to transfer the vertices ids from one mesh to another with different
>>> topologies. There is a tool in Maya called transfer vertex order , 
>>> but it
>>> crashes maya every time.
>>> Any suggestions?
>>> Thanks
>>>
>>> R
>>>
>>> --
> You received this message because you are subscribed to the Google
> Groups "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it,
> send an email to python_inside_m...@googlegroups.com.
> To view this discussion on the web visit
> https://groups.google.com/d/msgid/python_inside_maya/a86d302a-881b-4443-a487-18a468ecb0b4n%40googlegroups.com
> 

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Alok Gandhi
Nice!

On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad  wrote:

> Actually I is possible, I did figure out how to do it. If you separate the
> head from the body, duplicate the head, and then recombine the head to the
> body, vertex order is preserved.
> Then you can do a blendshape. I'll probably end up writing a deformer
> anyway, but that's a nice little trick there.
>
>
> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, hannes...@gmail.com
> escribió:
>
>> match by vert id is impossible in that case because the vert ids cant
>> ever match, unless you somehow reorder the verts yourself from the mesh
>> with the most verts(the body)
>> what i suggest to do instead is match vert by world position, or if you
>> have unique UVs by UV position.
>>
>> get the closest vert, for every vert. and hook them up in a tuple.
>> then use this to do anything you want. ex transfer skinning.
>>
>> i suggest to do this with openmaya because of speed
>> it will be very slow in pymel
>>
>>
>>
>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:
>>
>>> (so no, meshes whould not have the same number of cvs)
>>>
>>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad
>>> escribió:
>>>


 yes, i want to have different topologies. The use case would be a rig
 where you have a mesh cut out of the head for the facial rig, that you
 blendshape into the full body mesh. So there you have 2 different
 topologies. In maya you can do a blendshape between different topologies
 but if the ids don't match you get unwanted results.
 I can achieve that alternativly wrighting a wrap deformer , but I was
 wondering  by beeing able to match the vertices ids it would be easier.

 R
 El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi
 escribió:

> Ok. Btw, I am curious as to how you would transfer the vertex id for
> two differing topologies. Can you give some details about what's different
> between the two topologies. In any case, I assume that they have the same
> number of vertex (otherwise you cannot transfer the vertex ids).
>
>
> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad 
> wrote:
>
>> It looks similar to maya's transfer attribute tool, but it doesn't
>> look to do a vertex id transfer.
>>
>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi
>> escribió:
>>
>>> There was GATOR
>>> 
>>> is Softimage XSI that could handle such cases as yours. I remember 
>>> vaguely
>>> that it was being worked upon in Maya (since the Softimage dev team was
>>> merged with the Maya team). I am not sure if it exists in Maya in some
>>> form. Maybe someone here has more information and can comment.
>>>
>>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad 
>>> wrote:
>>>
 That was to nice to be true. So I guess there is no easy way (or no
 way at all probably) to transfer the vertices ids between different
 topologies?

 El martes, 22 de junio de 2021 a las 1:10:27 UTC+2,
 voidr...@gmail.com escribió:

> I believe you need to have the same topology to transfer the
> vertex order, since you'll need the same number of vtx to copy the id 
> to,
> otherwise maya will crash.
>
> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>
>> Hello,
>> haven't found anything in the search bar and nothing really
>> worked for me doing a google search, so I was wondering if it is 
>> possible
>> to transfer the vertices ids from one mesh to another with different
>> topologies. There is a tool in Maya called transfer vertex order , 
>> but it
>> crashes maya every time.
>> Any suggestions?
>> Thanks
>>
>> R
>>
>> --
 You received this message because you are subscribed to the Google
 Groups "Python Programming for Autodesk Maya" group.
 To unsubscribe from this group and stop receiving emails from it,
 send an email to python_inside_m...@googlegroups.com.
 To view this discussion on the web visit
 https://groups.google.com/d/msgid/python_inside_maya/a86d302a-881b-4443-a487-18a468ecb0b4n%40googlegroups.com
 
 .

>>> --
>> You received this message because you are subscribed to the Google
>> Groups "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it,
>> send an email to python_inside_m...@googlegroups.com.
>>
> To view 

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
Actually I is possible, I did figure out how to do it. If you separate the 
head from the body, duplicate the head, and then recombine the head to the 
body, vertex order is preserved.
Then you can do a blendshape. I'll probably end up writing a deformer 
anyway, but that's a nice little trick there.


El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, hannes...@gmail.com 
escribió:

> match by vert id is impossible in that case because the vert ids cant ever 
> match, unless you somehow reorder the verts yourself from the mesh with the 
> most verts(the body)
> what i suggest to do instead is match vert by world position, or if you 
> have unique UVs by UV position.
>
> get the closest vert, for every vert. and hook them up in a tuple.
> then use this to do anything you want. ex transfer skinning.
>
> i suggest to do this with openmaya because of speed
> it will be very slow in pymel
>
>
>
> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:
>
>> (so no, meshes whould not have the same number of cvs)
>>
>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad escribió:
>>
>>>
>>>
>>> yes, i want to have different topologies. The use case would be a rig 
>>> where you have a mesh cut out of the head for the facial rig, that you 
>>> blendshape into the full body mesh. So there you have 2 different 
>>> topologies. In maya you can do a blendshape between different topologies 
>>> but if the ids don't match you get unwanted results.
>>> I can achieve that alternativly wrighting a wrap deformer , but I was 
>>> wondering  by beeing able to match the vertices ids it would be easier.
>>>
>>> R
>>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi 
>>> escribió:
>>>
 Ok. Btw, I am curious as to how you would transfer the vertex id for 
 two differing topologies. Can you give some details about what's different 
 between the two topologies. In any case, I assume that they have the same 
 number of vertex (otherwise you cannot transfer the vertex ids).


 On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  wrote:

> It looks similar to maya's transfer attribute tool, but it doesn't 
> look to do a vertex id transfer.
>
> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi 
> escribió:
>
>> There was GATOR 
>> 
>>  
>> is Softimage XSI that could handle such cases as yours. I remember 
>> vaguely 
>> that it was being worked upon in Maya (since the Softimage dev team was 
>> merged with the Maya team). I am not sure if it exists in Maya in some 
>> form. Maybe someone here has more information and can comment.
>>
>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  
>> wrote:
>>
>>> That was to nice to be true. So I guess there is no easy way (or no 
>>> way at all probably) to transfer the vertices ids between different 
>>> topologies?
>>>
>>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, 
>>> voidr...@gmail.com escribió:
>>>
 I believe you need to have the same topology to transfer the vertex 
 order, since you'll need the same number of vtx to copy the id to, 
 otherwise maya will crash.

 On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:

> Hello,
> haven't found anything in the search bar and nothing really worked 
> for me doing a google search, so I was wondering if it is possible to 
> transfer the vertices ids from one mesh to another with different 
> topologies. There is a tool in Maya called transfer vertex order , 
> but it 
> crashes maya every time.
> Any suggestions?
> Thanks
>
> R
>
> -- 
>>> You received this message because you are subscribed to the Google 
>>> Groups "Python Programming for Autodesk Maya" group.
>>> To unsubscribe from this group and stop receiving emails from it, 
>>> send an email to python_inside_m...@googlegroups.com.
>>> To view this discussion on the web visit 
>>> https://groups.google.com/d/msgid/python_inside_maya/a86d302a-881b-4443-a487-18a468ecb0b4n%40googlegroups.com
>>>  
>>> 
>>> .
>>>
>> -- 
> You received this message because you are subscribed to the Google 
> Groups "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it, send 
> an email to python_inside_m...@googlegroups.com.
>
 To view this discussion on the web visit 
> https://groups.google.com/d/msgid/python_inside_maya/d86ccae2-606c-4656-8de7-df9e1d738ba0n%40googlegroups.com

Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Hannes Delbeke
match by vert id is impossible in that case because the vert ids cant ever
match, unless you somehow reorder the verts yourself from the mesh with the
most verts(the body)
what i suggest to do instead is match vert by world position, or if you
have unique UVs by UV position.

get the closest vert, for every vert. and hook them up in a tuple.
then use this to do anything you want. ex transfer skinning.

i suggest to do this with openmaya because of speed
it will be very slow in pymel



On Tue, 22 Jun 2021 at 10:46, Rudi Hammad  wrote:

> (so no, meshes whould not have the same number of cvs)
>
> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad escribió:
>
>>
>>
>> yes, i want to have different topologies. The use case would be a rig
>> where you have a mesh cut out of the head for the facial rig, that you
>> blendshape into the full body mesh. So there you have 2 different
>> topologies. In maya you can do a blendshape between different topologies
>> but if the ids don't match you get unwanted results.
>> I can achieve that alternativly wrighting a wrap deformer , but I was
>> wondering  by beeing able to match the vertices ids it would be easier.
>>
>> R
>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi escribió:
>>
>>> Ok. Btw, I am curious as to how you would transfer the vertex id for two
>>> differing topologies. Can you give some details about what's different
>>> between the two topologies. In any case, I assume that they have the same
>>> number of vertex (otherwise you cannot transfer the vertex ids).
>>>
>>>
>>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  wrote:
>>>
 It looks similar to maya's transfer attribute tool, but it doesn't look
 to do a vertex id transfer.

 El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi
 escribió:

> There was GATOR
> 
> is Softimage XSI that could handle such cases as yours. I remember vaguely
> that it was being worked upon in Maya (since the Softimage dev team was
> merged with the Maya team). I am not sure if it exists in Maya in some
> form. Maybe someone here has more information and can comment.
>
> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad 
> wrote:
>
>> That was to nice to be true. So I guess there is no easy way (or no
>> way at all probably) to transfer the vertices ids between different
>> topologies?
>>
>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2,
>> voidr...@gmail.com escribió:
>>
>>> I believe you need to have the same topology to transfer the vertex
>>> order, since you'll need the same number of vtx to copy the id to,
>>> otherwise maya will crash.
>>>
>>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>>
 Hello,
 haven't found anything in the search bar and nothing really worked
 for me doing a google search, so I was wondering if it is possible to
 transfer the vertices ids from one mesh to another with different
 topologies. There is a tool in Maya called transfer vertex order , but 
 it
 crashes maya every time.
 Any suggestions?
 Thanks

 R

 --
>> You received this message because you are subscribed to the Google
>> Groups "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it,
>> send an email to python_inside_m...@googlegroups.com.
>> To view this discussion on the web visit
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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
(so no, meshes whould not have the same number of cvs)

El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad escribió:

>
>
> yes, i want to have different topologies. The use case would be a rig 
> where you have a mesh cut out of the head for the facial rig, that you 
> blendshape into the full body mesh. So there you have 2 different 
> topologies. In maya you can do a blendshape between different topologies 
> but if the ids don't match you get unwanted results.
> I can achieve that alternativly wrighting a wrap deformer , but I was 
> wondering  by beeing able to match the vertices ids it would be easier.
>
> R
> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi escribió:
>
>> Ok. Btw, I am curious as to how you would transfer the vertex id for two 
>> differing topologies. Can you give some details about what's different 
>> between the two topologies. In any case, I assume that they have the same 
>> number of vertex (otherwise you cannot transfer the vertex ids).
>>
>>
>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  wrote:
>>
>>> It looks similar to maya's transfer attribute tool, but it doesn't look 
>>> to do a vertex id transfer.
>>>
>>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi escribió:
>>>
 There was GATOR 
 
  
 is Softimage XSI that could handle such cases as yours. I remember vaguely 
 that it was being worked upon in Maya (since the Softimage dev team was 
 merged with the Maya team). I am not sure if it exists in Maya in some 
 form. Maybe someone here has more information and can comment.

 On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  wrote:

> That was to nice to be true. So I guess there is no easy way (or no 
> way at all probably) to transfer the vertices ids between different 
> topologies?
>
> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com 
> escribió:
>
>> I believe you need to have the same topology to transfer the vertex 
>> order, since you'll need the same number of vtx to copy the id to, 
>> otherwise maya will crash.
>>
>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>
>>> Hello,
>>> haven't found anything in the search bar and nothing really worked 
>>> for me doing a google search, so I was wondering if it is possible to 
>>> transfer the vertices ids from one mesh to another with different 
>>> topologies. There is a tool in Maya called transfer vertex order , but 
>>> it 
>>> crashes maya every time.
>>> Any suggestions?
>>> Thanks
>>>
>>> R
>>>
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>  
> 
> .
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 -- 
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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad


yes, i want to have different topologies. The use case would be a rig where 
you have a mesh cut out of the head for the facial rig, that you blendshape 
into the full body mesh. So there you have 2 different topologies. In maya 
you can do a blendshape between different topologies but if the ids don't 
match you get unwanted results.
I can achieve that alternativly wrighting a wrap deformer , but I was 
wondering  by beeing able to match the vertices ids it would be easier.

R
El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi escribió:

> Ok. Btw, I am curious as to how you would transfer the vertex id for two 
> differing topologies. Can you give some details about what's different 
> between the two topologies. In any case, I assume that they have the same 
> number of vertex (otherwise you cannot transfer the vertex ids).
>
>
> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  wrote:
>
>> It looks similar to maya's transfer attribute tool, but it doesn't look 
>> to do a vertex id transfer.
>>
>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi escribió:
>>
>>> There was GATOR 
>>> 
>>>  
>>> is Softimage XSI that could handle such cases as yours. I remember vaguely 
>>> that it was being worked upon in Maya (since the Softimage dev team was 
>>> merged with the Maya team). I am not sure if it exists in Maya in some 
>>> form. Maybe someone here has more information and can comment.
>>>
>>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  wrote:
>>>
 That was to nice to be true. So I guess there is no easy way (or no way 
 at all probably) to transfer the vertices ids between different topologies?

 El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com 
 escribió:

> I believe you need to have the same topology to transfer the vertex 
> order, since you'll need the same number of vtx to copy the id to, 
> otherwise maya will crash.
>
> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>
>> Hello,
>> haven't found anything in the search bar and nothing really worked 
>> for me doing a google search, so I was wondering if it is possible to 
>> transfer the vertices ids from one mesh to another with different 
>> topologies. There is a tool in Maya called transfer vertex order , but 
>> it 
>> crashes maya every time.
>> Any suggestions?
>> Thanks
>>
>> R
>>
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 .

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>>  
>> 
>> .
>>
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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Alok Gandhi
Ok. Btw, I am curious as to how you would transfer the vertex id for two
differing topologies. Can you give some details about what's different
between the two topologies. In any case, I assume that they have the same
number of vertex (otherwise you cannot transfer the vertex ids).


On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad  wrote:

> It looks similar to maya's transfer attribute tool, but it doesn't look to
> do a vertex id transfer.
>
> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi escribió:
>
>> There was GATOR
>> 
>> is Softimage XSI that could handle such cases as yours. I remember vaguely
>> that it was being worked upon in Maya (since the Softimage dev team was
>> merged with the Maya team). I am not sure if it exists in Maya in some
>> form. Maybe someone here has more information and can comment.
>>
>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  wrote:
>>
>>> That was to nice to be true. So I guess there is no easy way (or no way
>>> at all probably) to transfer the vertices ids between different topologies?
>>>
>>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com
>>> escribió:
>>>
 I believe you need to have the same topology to transfer the vertex
 order, since you'll need the same number of vtx to copy the id to,
 otherwise maya will crash.

 On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:

> Hello,
> haven't found anything in the search bar and nothing really worked for
> me doing a google search, so I was wondering if it is possible to transfer
> the vertices ids from one mesh to another with different topologies. There
> is a tool in Maya called transfer vertex order , but it crashes maya every
> time.
> Any suggestions?
> Thanks
>
> R
>
> --
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>>> 
>>> .
>>>
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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
It looks similar to maya's transfer attribute tool, but it doesn't look to 
do a vertex id transfer.

El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi escribió:

> There was GATOR 
> 
>  
> is Softimage XSI that could handle such cases as yours. I remember vaguely 
> that it was being worked upon in Maya (since the Softimage dev team was 
> merged with the Maya team). I am not sure if it exists in Maya in some 
> form. Maybe someone here has more information and can comment.
>
> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  wrote:
>
>> That was to nice to be true. So I guess there is no easy way (or no way 
>> at all probably) to transfer the vertices ids between different topologies?
>>
>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com 
>> escribió:
>>
>>> I believe you need to have the same topology to transfer the vertex 
>>> order, since you'll need the same number of vtx to copy the id to, 
>>> otherwise maya will crash.
>>>
>>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>>
 Hello,
 haven't found anything in the search bar and nothing really worked for 
 me doing a google search, so I was wondering if it is possible to transfer 
 the vertices ids from one mesh to another with different topologies. There 
 is a tool in Maya called transfer vertex order , but it crashes maya every 
 time.
 Any suggestions?
 Thanks

 R

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>>  
>> 
>> .
>>
>

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Re: [Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Alok Gandhi
There was GATOR

is Softimage XSI that could handle such cases as yours. I remember vaguely
that it was being worked upon in Maya (since the Softimage dev team was
merged with the Maya team). I am not sure if it exists in Maya in some
form. Maybe someone here has more information and can comment.

On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad  wrote:

> That was to nice to be true. So I guess there is no easy way (or no way at
> all probably) to transfer the vertices ids between different topologies?
>
> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com
> escribió:
>
>> I believe you need to have the same topology to transfer the vertex
>> order, since you'll need the same number of vtx to copy the id to,
>> otherwise maya will crash.
>>
>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>
>>> Hello,
>>> haven't found anything in the search bar and nothing really worked for
>>> me doing a google search, so I was wondering if it is possible to transfer
>>> the vertices ids from one mesh to another with different topologies. There
>>> is a tool in Maya called transfer vertex order , but it crashes maya every
>>> time.
>>> Any suggestions?
>>> Thanks
>>>
>>> R
>>>
>>> --
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[Maya-Python] Re: transfer vertex ids between different

2021-06-22 Thread Rudi Hammad
That was to nice to be true. So I guess there is no easy way (or no way at 
all probably) to transfer the vertices ids between different topologies?

El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, voidr...@gmail.com 
escribió:

> I believe you need to have the same topology to transfer the vertex order, 
> since you'll need the same number of vtx to copy the id to, otherwise maya 
> will crash.
>
> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>
>> Hello,
>> haven't found anything in the search bar and nothing really worked for me 
>> doing a google search, so I was wondering if it is possible to transfer the 
>> vertices ids from one mesh to another with different topologies. There is a 
>> tool in Maya called transfer vertex order , but it crashes maya every time.
>> Any suggestions?
>> Thanks
>>
>> R
>>
>>

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