Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Mirko Jankovic
There is probably someone smarter out there that can solve this but I was
also using GATOR as well for cases like this. Overlapping meshes are hell
to deal with :)

On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi guys,
>
> I usually rig game meshes which are, 99% of the time, a unique mesh
> without any fancy stuff in it.
>
> Currently I'm doing some weight paint on a high poly mesh wihch will be
> used in a game, but I find myself struggling sometimes because due to the
> overlapping geometry.
>
> Example: I have a vest and underneath that I have a shirt; on top of the
> vest there are a couple of belts.
> In theory the weight paint on them should be exactly the same so that,
> during the animation, the underneath geometry won't "pop up" because the
> two meshes have different weights assigned.
>
> So, is there a way to easily paint on different meshes at once so that the
> weight paint will be the same on multiple layers of geometry?
>
> I know that probably Gator will solve the issue, but first I would like to
> know if there is a proper way to accomplish skin weights without using
> Gator to do that.
>
> Cheers
>
> Nicolas
>


Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
Hi guys,

I usually rig game meshes which are, 99% of the time, a unique mesh without
any fancy stuff in it.

Currently I'm doing some weight paint on a high poly mesh wihch will be
used in a game, but I find myself struggling sometimes because due to the
overlapping geometry.

Example: I have a vest and underneath that I have a shirt; on top of the
vest there are a couple of belts.
In theory the weight paint on them should be exactly the same so that,
during the animation, the underneath geometry won't "pop up" because the
two meshes have different weights assigned.

So, is there a way to easily paint on different meshes at once so that the
weight paint will be the same on multiple layers of geometry?

I know that probably Gator will solve the issue, but first I would like to
know if there is a proper way to accomplish skin weights without using
Gator to do that.

Cheers

Nicolas


Re: OT : Car Intro (Unity)

2015-09-21 Thread Alok Gandhi
Thanks Francisco!

The app is yet in development. Sure there is a version with Oculus rift and
leap motion combo. I will update you once the app is done.

Cheers!

On Sun, Sep 20, 2015 at 7:49 PM, Francisco Criado 
wrote:

> Nice intro Alok! Any chance to try the app? it would be sweet to see it on
> VR, let me know if you want a tester ;)
> Greetings.
> F.
>
>
> 2015-09-18 9:20 GMT-03:00 Alok Gandhi :
>
>> Hello All,
>>
>> I am working on some Vehicle Demo App using Kinect XBox One Sensor on
>> Unity (4.5). This is the intro part of the app, all done in unity.
>>
>>
>> Car Intro Unity App 
>>
>>
>>
>>
>> --
>>
>
>
>
> --
>
>
>


--


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Eric Turman
Fabric GATOR.

On Mon, Sep 21, 2015 at 6:54 PM, Adam Sale  wrote:

> If only we could get a Maya GATOR
>
> On Mon, Sep 21, 2015 at 5:12 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Mmhhhso Gator is still the easiest way to solve this issue and I see
>> that is still use as a primary solution
>> Well, considering that I basically exported the rig from Maya because of
>> the same issue I'll just finish the skin weighting in Softimage by probably
>> using the "cage" envelope trick, or just by remove the unnecessary clothes,
>> do the weighting and then Gator upon the removed geometry.
>> Thanks guys and thanks for Gator :-D
>>
>> 2015-09-21 10:58 GMT+02:00 Oscar Juarez :
>>
>>> What I do in this case is model a fast "cage" using the same geometry or
>>> with a new similar one, weight this one and then use gator to transfer the
>>> weights to all the layers.
>>>
>>> On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi >> > wrote:
>>>
 I did that before by combining (merging) the meshes into one, paint
 weights, once I am happy with the results, I would make copies of this mesh
 and delete the unwanted polys from each. This was a long time ago, so I am
 not sure if this works perfectly but still gives you a direction.

 On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic <
 mirkoj.anima...@gmail.com> wrote:

> There is probably someone smarter out there that can solve this but I
> was also using GATOR as well for cases like this. Overlapping meshes are
> hell to deal with :)
>
> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Hi guys,
>>
>> I usually rig game meshes which are, 99% of the time, a unique mesh
>> without any fancy stuff in it.
>>
>> Currently I'm doing some weight paint on a high poly mesh wihch will
>> be used in a game, but I find myself struggling sometimes because due to
>> the overlapping geometry.
>>
>> Example: I have a vest and underneath that I have a shirt; on top of
>> the vest there are a couple of belts.
>> In theory the weight paint on them should be exactly the same so
>> that, during the animation, the underneath geometry won't "pop up" 
>> because
>> the two meshes have different weights assigned.
>>
>> So, is there a way to easily paint on different meshes at once so
>> that the weight paint will be the same on multiple layers of geometry?
>>
>> I know that probably Gator will solve the issue, but first I would
>> like to know if there is a proper way to accomplish skin weights without
>> using Gator to do that.
>>
>> Cheers
>>
>> Nicolas
>>
>
>


 --

>>>
>>>
>>
>


-- 




-=T=-


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Nicolas Esposito
Mmhhhso Gator is still the easiest way to solve this issue and I see
that is still use as a primary solution
Well, considering that I basically exported the rig from Maya because of
the same issue I'll just finish the skin weighting in Softimage by probably
using the "cage" envelope trick, or just by remove the unnecessary clothes,
do the weighting and then Gator upon the removed geometry.
Thanks guys and thanks for Gator :-D

2015-09-21 10:58 GMT+02:00 Oscar Juarez :

> What I do in this case is model a fast "cage" using the same geometry or
> with a new similar one, weight this one and then use gator to transfer the
> weights to all the layers.
>
> On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi 
> wrote:
>
>> I did that before by combining (merging) the meshes into one, paint
>> weights, once I am happy with the results, I would make copies of this mesh
>> and delete the unwanted polys from each. This was a long time ago, so I am
>> not sure if this works perfectly but still gives you a direction.
>>
>> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic <
>> mirkoj.anima...@gmail.com> wrote:
>>
>>> There is probably someone smarter out there that can solve this but I
>>> was also using GATOR as well for cases like this. Overlapping meshes are
>>> hell to deal with :)
>>>
>>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
 Hi guys,

 I usually rig game meshes which are, 99% of the time, a unique mesh
 without any fancy stuff in it.

 Currently I'm doing some weight paint on a high poly mesh wihch will be
 used in a game, but I find myself struggling sometimes because due to the
 overlapping geometry.

 Example: I have a vest and underneath that I have a shirt; on top of
 the vest there are a couple of belts.
 In theory the weight paint on them should be exactly the same so that,
 during the animation, the underneath geometry won't "pop up" because the
 two meshes have different weights assigned.

 So, is there a way to easily paint on different meshes at once so that
 the weight paint will be the same on multiple layers of geometry?

 I know that probably Gator will solve the issue, but first I would like
 to know if there is a proper way to accomplish skin weights without using
 Gator to do that.

 Cheers

 Nicolas

>>>
>>>
>>
>>
>> --
>>
>
>


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Adam Sale
If only we could get a Maya GATOR

On Mon, Sep 21, 2015 at 5:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Mmhhhso Gator is still the easiest way to solve this issue and I see
> that is still use as a primary solution
> Well, considering that I basically exported the rig from Maya because of
> the same issue I'll just finish the skin weighting in Softimage by probably
> using the "cage" envelope trick, or just by remove the unnecessary clothes,
> do the weighting and then Gator upon the removed geometry.
> Thanks guys and thanks for Gator :-D
>
> 2015-09-21 10:58 GMT+02:00 Oscar Juarez :
>
>> What I do in this case is model a fast "cage" using the same geometry or
>> with a new similar one, weight this one and then use gator to transfer the
>> weights to all the layers.
>>
>> On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi 
>> wrote:
>>
>>> I did that before by combining (merging) the meshes into one, paint
>>> weights, once I am happy with the results, I would make copies of this mesh
>>> and delete the unwanted polys from each. This was a long time ago, so I am
>>> not sure if this works perfectly but still gives you a direction.
>>>
>>> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
 There is probably someone smarter out there that can solve this but I
 was also using GATOR as well for cases like this. Overlapping meshes are
 hell to deal with :)

 On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
 wrote:

> Hi guys,
>
> I usually rig game meshes which are, 99% of the time, a unique mesh
> without any fancy stuff in it.
>
> Currently I'm doing some weight paint on a high poly mesh wihch will
> be used in a game, but I find myself struggling sometimes because due to
> the overlapping geometry.
>
> Example: I have a vest and underneath that I have a shirt; on top of
> the vest there are a couple of belts.
> In theory the weight paint on them should be exactly the same so that,
> during the animation, the underneath geometry won't "pop up" because the
> two meshes have different weights assigned.
>
> So, is there a way to easily paint on different meshes at once so that
> the weight paint will be the same on multiple layers of geometry?
>
> I know that probably Gator will solve the issue, but first I would
> like to know if there is a proper way to accomplish skin weights without
> using Gator to do that.
>
> Cheers
>
> Nicolas
>


>>>
>>>
>>> --
>>>
>>
>>
>


Re: SP2???

2015-09-21 Thread Ed Manning
That is wonderful news

On Thu, Sep 17, 2015 at 2:19 AM, Hsiao Ming Chia <
hsiao.ming.c...@autodesk.com> wrote:

> Yes, there is another one coming soon.
>
> Thanks,
> Hsiao Ming
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Tenshi .
> Sent: Thursday, September 17, 2015 2:19 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: SP2???
>
> I'm waiting for that too. Please AD, do it. 2015 SP1 has a few things to
> fix. :)
>
> On Wed, Sep 16, 2015 at 5:46 AM, Leendert A. Hartog  > wrote:
> I might have missed the announcement, if so, sorry, but can we still
> expect a Softimage 2015 Service Pack 2 and if so, when will it be released?
>
> Greetz
> Leendert
> AKA Hirazi Blue
> Softimage hobbyist, admin at si-community.com &
> xsiforum.de
>
>


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Martin
In this case Maya's Copy Weighths would be good enough.

Martin
Sent from my iPhone

> On 2015/09/22, at 8:54, Adam Sale  wrote:
> 
> If only we could get a Maya GATOR
> 
>> On Mon, Sep 21, 2015 at 5:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:
>> Mmhhhso Gator is still the easiest way to solve this issue and I see 
>> that is still use as a primary solution
>> Well, considering that I basically exported the rig from Maya because of the 
>> same issue I'll just finish the skin weighting in Softimage by probably 
>> using the "cage" envelope trick, or just by remove the unnecessary clothes, 
>> do the weighting and then Gator upon the removed geometry.
>> Thanks guys and thanks for Gator :-D
>> 
>> 2015-09-21 10:58 GMT+02:00 Oscar Juarez :
>>> What I do in this case is model a fast "cage" using the same geometry or 
>>> with a new similar one, weight this one and then use gator to transfer the 
>>> weights to all the layers.
>>> 
 On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi  
 wrote:
 I did that before by combining (merging) the meshes into one, paint 
 weights, once I am happy with the results, I would make copies of this 
 mesh and delete the unwanted polys from each. This was a long time ago, so 
 I am not sure if this works perfectly but still gives you a direction.
 
> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic 
>  wrote:
> There is probably someone smarter out there that can solve this but I was 
> also using GATOR as well for cases like this. Overlapping meshes are hell 
> to deal with :)
> 
>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com> 
>> wrote:
>> Hi guys,
>> 
>> I usually rig game meshes which are, 99% of the time, a unique mesh 
>> without any fancy stuff in it.
>> 
>> Currently I'm doing some weight paint on a high poly mesh wihch will be 
>> used in a game, but I find myself struggling sometimes because due to 
>> the overlapping geometry.
>> 
>> Example: I have a vest and underneath that I have a shirt; on top of the 
>> vest there are a couple of belts.
>> In theory the weight paint on them should be exactly the same so that, 
>> during the animation, the underneath geometry won't "pop up" because the 
>> two meshes have different weights assigned.
>> 
>> So, is there a way to easily paint on different meshes at once so that 
>> the weight paint will be the same on multiple layers of geometry?
>> 
>> I know that probably Gator will solve the issue, but first I would like 
>> to know if there is a proper way to accomplish skin weights without 
>> using Gator to do that.
>> 
>> Cheers
>> 
>> Nicolas
 
 
 
 -- 
 
> 


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Alok Gandhi
I did that before by combining (merging) the meshes into one, paint
weights, once I am happy with the results, I would make copies of this mesh
and delete the unwanted polys from each. This was a long time ago, so I am
not sure if this works perfectly but still gives you a direction.

On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic 
wrote:

> There is probably someone smarter out there that can solve this but I was
> also using GATOR as well for cases like this. Overlapping meshes are hell
> to deal with :)
>
> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> Hi guys,
>>
>> I usually rig game meshes which are, 99% of the time, a unique mesh
>> without any fancy stuff in it.
>>
>> Currently I'm doing some weight paint on a high poly mesh wihch will be
>> used in a game, but I find myself struggling sometimes because due to the
>> overlapping geometry.
>>
>> Example: I have a vest and underneath that I have a shirt; on top of the
>> vest there are a couple of belts.
>> In theory the weight paint on them should be exactly the same so that,
>> during the animation, the underneath geometry won't "pop up" because the
>> two meshes have different weights assigned.
>>
>> So, is there a way to easily paint on different meshes at once so that
>> the weight paint will be the same on multiple layers of geometry?
>>
>> I know that probably Gator will solve the issue, but first I would like
>> to know if there is a proper way to accomplish skin weights without using
>> Gator to do that.
>>
>> Cheers
>>
>> Nicolas
>>
>
>


--


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Oscar Juarez
What I do in this case is model a fast "cage" using the same geometry or
with a new similar one, weight this one and then use gator to transfer the
weights to all the layers.

On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi 
wrote:

> I did that before by combining (merging) the meshes into one, paint
> weights, once I am happy with the results, I would make copies of this mesh
> and delete the unwanted polys from each. This was a long time ago, so I am
> not sure if this works perfectly but still gives you a direction.
>
> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic  > wrote:
>
>> There is probably someone smarter out there that can solve this but I was
>> also using GATOR as well for cases like this. Overlapping meshes are hell
>> to deal with :)
>>
>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> Hi guys,
>>>
>>> I usually rig game meshes which are, 99% of the time, a unique mesh
>>> without any fancy stuff in it.
>>>
>>> Currently I'm doing some weight paint on a high poly mesh wihch will be
>>> used in a game, but I find myself struggling sometimes because due to the
>>> overlapping geometry.
>>>
>>> Example: I have a vest and underneath that I have a shirt; on top of the
>>> vest there are a couple of belts.
>>> In theory the weight paint on them should be exactly the same so that,
>>> during the animation, the underneath geometry won't "pop up" because the
>>> two meshes have different weights assigned.
>>>
>>> So, is there a way to easily paint on different meshes at once so that
>>> the weight paint will be the same on multiple layers of geometry?
>>>
>>> I know that probably Gator will solve the issue, but first I would like
>>> to know if there is a proper way to accomplish skin weights without using
>>> Gator to do that.
>>>
>>> Cheers
>>>
>>> Nicolas
>>>
>>
>>
>
>
> --
>