You know you can gator from multiple sources right? So if you already have
your merged mesh, with the geo frozen (worth deleting any rogue clusters as
well) you can then select gator and pick all the enveloped meshes that make
up your character. Transfer the envelope weighting, then 'freeze modelling'
the mesh so that it freezes off the gator operator but keeps the envelope.
Make your weight edits, and then gator them back to the original meshes.
(delete the envelope from the original parts before gatoring).




On 17 February 2014 18:28, Siew Yi Liang <soni...@gmail.com> wrote:

>  The problem is...my mesh is already split up into pieces when i was
> starting to weight them. The full body mesh doesn't exist anymore, the
> hidden faces are already gone. :X
>
> Also I tried duplicating all the geometry and merging it together while
> trying to preserve the existing weighting so I could continue working on it
> and then GATOR the weights back to the seperated geo later, but merging the
> geo together even while transferring all attributes seemed to remove the
> weighting from the character entirely...
>
> I'm wondering if I should just bite the bullet and paint the weights
> manually at this point via numerical input. It's a pain, but right now I
> don't know of any other method that wouldn't be overly troublesome, short
> of modeling the hidden polys again and combining them back into the body
> mesh. The lack of ability to mirror weights on the head is going to be a
> real pain to get the rig to behave symmetrically though.
>
> Hopefully the paint tools get an update eventually for this sort of
> thing...I never even knew painting across multiple meshes was an issue, no
> wonder it's recommend to model unibody in XSI. Oh well, something new every
> day! :P
>
> Thanks for the advice all!
>
> Yours sincerely,
> Siew Yi Liang
>
> On 2/17/2014 3:14 AM, Greg Maguire wrote:
>
> This is my preferred method too. ILM had a really cool concept I'd like to
> see in Soft. Instead of painting with the radius of a circle, make the
> brush three dimensional like a ball. Wings can be tricky, I generally chop
> the top or bottom part of a wing off and Gator everything. However a 3D
> ball would remove that need.
>
>
> On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic <
> mirkoj.anima...@gmail.com> wrote:
>
>> You dont even have to merge them, gator will manage just fine for
>> example:
>>
>>  paint weigh on full body mesh
>>
>>  duplicate body mesh and delete all non seen polys, you dont need them,
>> but you can jstu skip this and just keep full body mesh if you dont mind
>> having not seen polygons, maybe even better if cloth materials have
>> sometranslucency
>>
>>  then GATOR shirt, pants.. any other cloth or prop object.
>> It iwill follow full body mehsh just fine
>> Tweak here or there if needed but in mosta case it works pretty fine
>>
>>
>> On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg <peter....@googlemail.com>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 <mirkoj.anima...@gmail.com>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 <soni...@gmail.com>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
>>>>>
>>>>>
>>>>
>>>
>>
>
>
>  --
>
> *Greg Maguire* | Inlifesize
> Mobile: +44 7512 361462 | Phone: +44 2890 204739
> g...@inlifesize.com | www.inlifesize.com
>
>
>


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