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 >>> >>> >> >

