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
>
>
>

Reply via email to