Haha. With Softimage merge, and Gator I can implement a new character into our 
game in a matter of minutes...

From: [email protected] 
[mailto:[email protected]] On Behalf Of Emilio Hernandez
Sent: Tuesday, March 25, 2014 5:08 PM
To: [email protected]
Subject: Re: Merge two meshes + transfer weights - Adapting Softimage workflow 
in Maya

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]<mailto:[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


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