I do that Sin combination almost every day within ice... On Tue, Nov 24, 2015 at 11:32 AM, Eugene Flormata <[email protected]> wrote:
> Ah.. I'll have to try that thanks.. > > I assume you can also add new bones in step 3? > step 4 - copy weights is by name or by distance? you mentioned UV, I guess > I can check the help file but sometimes even with that it's complex. > > > On Tue, Nov 24, 2015 at 1:49 AM, Martin Yara <[email protected]> wrote: > >> 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 >>>> >>> >> >

