When gatoring between identical point placements, don't forget to change your mode to "Closest Vertex" to get the most accurate transfer.
On Mon, Feb 17, 2014 at 3:16 PM, Siew Yi Liang <[email protected]> wrote: > @Matt Morris: I didn't know that actually, that is fantastic! Going to > try it ASAP~ > > @Matt Lind: I know, I should pick up more scripting knowledge... I only > just started recently working with the XSI API (and python in general), so > gimme a chance to catch up to you guys :D > > @Eric: That explains it. I was wondering why it was working with my main > biped rig but not with the facial rig. (my biped rig is using nulls for > deformers but I found out about implicit bones halfway and wanted to use > them to see if I could then have a distinct type for them so that my > controls could be selected using the null selection filter and my deformers > using the bone filter instead.) So would you would recommend sticking with > nulls/standard bones for defomers? > > Thanks a ton guys! Once I get a chance in the next few days I'll try > GATORing the weights over to a merged mesh, edit them, and then bring them > back to the main mesh. > > Yours sincerely, > Siew Yi Liang > > On 2/17/2014 11:37 AM, Eric Thivierge wrote: > > In regards to the Symmetry Map not working, if you are using the implicit > bones as you've said previously it won't work because they haven't fixed > this script to compensate for using this object type which was only > introduced with ICE Kinematics. It's been requested quite a few times but I > haven't seen it fixed yet, then again I don't use the implicit bones much. > > Eric T. > > On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote: > > I solved the problem for our pipeline by writing a tool which is > similar to GATOR but runs as a command instead of an operator. The > advantage is the tool can operate on selected subcomponents instead of > the entire mesh. A further embellishment I exposed was different > methods for searching the source mesh for envelope weights. The user > was free to move between built-in methods such as closest location, > raycast, closest vertex, ... as well as other custom criteria I devised > myself. > > I also wrote a dedicated clothing transfer tool which allows weights > to be painted on our main character, then transferred and refit onto > the other characters while accounting for changes in proportions of > limbs and torso, for example. > > It's a very solvable problem if you crack open the script editor. > > Matt > > *From:*[email protected] > [mailto:[email protected]<[email protected]>] > *On Behalf Of *Siew > Yi Liang > *Sent:* Monday, February 17, 2014 10:29 AM > *To:* [email protected] > *Subject:* Re: Paint weights across multiple envelopes? And symmetry > mapping errors.... > > 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 > <[email protected] > <mailto:[email protected]><[email protected]>> > 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 > <[email protected] > <mailto:[email protected]><[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] > <mailto:[email protected]><[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] > <mailto:[email protected]> <[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 > > > > -- > > *Greg Maguire* | Inlifesize > Mobile: +44 7512 361462 | Phone: +44 2890 204739 > [email protected] > <mailto:[email protected]> <[email protected]>|www.inlifesize.com > <http://www.inlifesize.com> <http://www.inlifesize.com> > > > >

