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
>>>>
>>>
>>
>

Reply via email to