Thanks for clarifying Anto - I sort of suspected that much :/ MB
> Den 5. august 2017 klokken 00:13 skrev Anto Matkovic <[email protected]>: > > > 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 > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

