What I do is duplicate the object, and delete the polygons I don't need.
This way the envelope is copied and I don't need to use Gator.

I automatized this task with a couple of scripts:
https://vimeo.com/44115056

You could use gator to keep the transfer attributes alive and keep tweaking
the full body object.

I don't think you can prune unused deformers out of the box.
I use Oz_Clean_WeightsPlugin for that.

Martin


On Mon, Feb 17, 2014 at 7:43 PM, Peter Agg <[email protected]> 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 <[email protected]>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 <[email protected]>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
>>>
>>>
>>
>

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