Morton, Try Vertex Color Sets.
We found that this was the closest to an equivalent. We use that and then use that to drive various things similar to a weight map it's under the mesh display tab, there is also a Color Set editor that you can use to organise them. On Wed, Aug 9, 2017 at 3:22 PM, Morten Bartholdy <[email protected]> wrote: > Thanks Steve. Given the quality of the Maya documentation this might > easily slip under my radar :) > > MB > > > > > Den 8. august 2017 klokken 18:27 skrev Steve Parish < > [email protected]>: > > > > > > If using Arnold hit "Export Vertex Colors" under the Arnold property on > the > > object. > > > > Steve > > > > On Tue, Aug 8, 2017 at 9:45 AM, Morten Bartholdy <[email protected]> > > wrote: > > > > > 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 softimage-request@listproc. > autodesk.com > > > with "unsubscribe" in the subject, and reply to confirm. > > > > > > > > > > > > ------ > > > > Softimage Mailing List. > > > > To unsubscribe, send a mail to softimage-request@listproc. > autodesk.com > > > 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. > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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