Yes, unfortunately it's limited to vertex count. mGear's skinIO is based on Chad Vernon's skinIO (for which he has a tutorial on CGCircuit): github <https://github.com/chadmv/cmt/blob/master/scripts/cmt/deform/>
Maya has its own deformer weights import export tools that are very stable (Under deform menu). As long as you have geometry which is not drastically different from the source, they will transfer weights to non-similar geometry by changing the mapping method under import. You can write your own tools around it if you can. Or find someone who already has. To clarify more, importing to different geometry by above command works using Barycentric coordinates. As do the default maya copy, mirror functions (The reason they are dependable and stable). Hope the info helps in your search. -H On Tuesday, June 25, 2019 at 8:11:49 AM UTC+9, AK Eric wrote: > > I got mGear in and working, thanks @HarshadB : I found the api docs > online, and the source, but is there any sort of overview on how the > skinning import\export works? > By default (at least via the ui), it seems to only import if the vert > count matches, which is pretty limiting. Appreciate the info though. > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/fe3a8f50-852e-4473-b440-42fe301658b4%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.