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>
>
>
>
>

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