Not that I know, but I haven't look. The process is very simple.
lets say we have a skinned object called objA 1 - duplicate objA now you have a duplicated without skin and history, lets call it objB 2 - edit objB topology as you want 3 - skin objB to the same bones as objA (or different bones but with the same names) 4 - select objA, then objB and use Copy Skin Weights: Animation > Skin > Edit Smooth Skin > Copy Skin Weights You have a few options if you press the square button (like copy through UV Space, etc) 5 - Delete objA, and rename objB if necessary. You could script this in a two step process. Something I'm planning to do someday. Now, if you have already edited your topology on objA without duplicating it, the weights in objA will be broken on the new vertices, and I said you would be screwed in my previous email, but you may still have a chance if you haven't done big topology changes. Just duplicate your edited objA and repeat the process from step 3. You won't ever have the versatility you have in Softimage, but still, better than nothing. Way better than older Maya versions where you were just screwed. Martin On Tue, Nov 24, 2015 at 11:59 AM, Eugene Flormata <[email protected]> wrote: > is there a youtube video on this process? I'm transitioning to maya 2016 > at the moment. > > > On Mon, Nov 23, 2015 at 5:40 PM, Martin <[email protected]> wrote: > >> No you can't change the topology without messing up the weights. But >> nowadays, you can duplicate it, work on the duplicate and then, apply skin >> and copy weights from the original one. >> >> In older Maya's copy weights wasn't very reliable and you would have to >> use some slow scripts to copy through xyz coordinates. But I haven't had >> any problem with newer versions. >> >> If you forget to duplicate and change the topology, you're screwed. >> >> Martin >> Sent from my iPhone >> >

