Thanks for clarifying Anto - I sort of suspected that much :/

MB



> Den 5. august 2017 klokken 00:13 skrev Anto Matkovic <a...@matkovic.com>:
> 
> 
> 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 <x...@colorshopvfx.dk>
>  To: softimage@listproc.autodesk.com 
>  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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