Thanks for jumping in Siew. I found a quick and fast solution for this last one.
Send to Softimage button. ------------------------------------------------------- Emilio Hernández VFX & 3D animation. 2014-03-25 9:41 GMT-06:00 Siew Yi Liang <[email protected]>: > Hi Nicolas: > > In this case, unless the meshes need to be unibody for some reason (uv > maps etc.) I would keep them seperate in Maya, it is easier to seperate > weights this way, back them up and restore them seperately should the need > arise. > > While the Copy Skin Weights tool in Maya works, I use will use the > AESkinWeights script, it's far more reliable imho and doesn't rely on UVs > like the old tools do. > > If the meshes need to be combined, Martin's method will work fine, > although I would add that as far as possible try to only select the joints > that are actually IN the skinCluster before saving out the weights, will > save you a ton of headaches with empty weights and painting them later :P > (do a cmds.skinCluster('skinClusterName', q=True, inf=True) to query the > deformers associated with a skinCluster) > > @Emilio: OOTB no. However you have absymmesh right? :) You can use that to > actually restore details from a different topology mesh altogether, even if > the vertex order has changed (which it will in this instance). So it will > be annoying, but what you can do is for every shape in the old mesh you > had, duplicate your new base geo by that amount, and then take the old > blendshapes and use absymmesh to essentially 'project' their details down > to those new target shapes. It's what I used to do when sculpting > corrective blendshapes in ZBrush actually and going back and forth between > Maya. > > Yep, obviously not as elegant as the shape manager hehe. But hey, if > you're ever stuck in this situation....at least you can now save the day! > :P > > Hope that helps! > > Yours sincerely, > Siew Yi Liang > > On 3/25/2014 1:32 AM, Nicolas Esposito wrote: > > Hi all, > > I already asked this question on a Maya forum and I didn't get an answer > basically... > > I'm merging together two rigs, one for the head and one for the body. > What I'm doing is parenting the root of the head rig to the neck bone of > the body, then merge the two meshes and transfer the weights ( using the > merge PPG ), in order to keep the enveloping on both of them ( and later on > a bit of smoothing on the weights ). > This is my simple workflow in Softimage, the main reason is to have a > single mesh with both head+body rigged. > > Now I'm translating the same workflow in Maya. > Parenting of the head rig to the body rig not a problem, done. > The problem is when I'm trying to merge and create a unique mesh with both > envelopes...looks like the weights can't be transfered or some scripting is > needed in order to do that.... > Well, nothing out of the box allow me to do that in Maya? > > If I'm not wrong the merging operator act as GATOR, and I know that the > tool is not available inside Maya, but seriously there's no way to merge > and blend the weights between two meshes? > > Sorry to bother you with quesion regarding Maya but looks like here some > of you use both of them so better ask :) > > Cheers > > Nicolas > > >

