There is no weight map property usable for everything in Maya, neither in Max. 
Weight map for modulating the deformer, like blend shape, is tied to deformer, 
perhaps even stored with deformer node. For Hypershade and rendering, you can 
use vertex colors and vertex color painter, if your renderer has appropriate 
shading node, I think it's aiUserColor for Arnold. Maybe there's utility 
around, able to exchange these maps.
      From: Morten Bartholdy <[email protected]>
 To: [email protected] 
 Sent: Wednesday, August 2, 2017 11:37 AM
 Subject: OTish - Maya equivalent to weightmap in Softimage?
   
I am learning Maya atm and have run into a snag (one of many). I would like to 
use weightmaps in Maya like I am used to in Softimage. Our Maya artists have no 
clue what I am talking about, so no help there.

It looks like I can paint attributes on geometry using Artisan paint tools, but 
the proces (from reading docs and forums) is not so straightforward.

Am I correct in assuming I should apply a paintable attribute to the 
shapenode(!?) and then use a silly mel command (as opposed to have it paintable 
when applied, or at least via a button) to make it paintable? And how do I then 
grab the painted values in the Hypershade or for an operator?

Could someone who has been there quickly run through the steps, or point to a 
different workflow to achieve something similar?

Thanks!

Cheers
Morten
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