By the way I just saw that the solution I came out with it is what he 
mentioned in the video. Happy accidents happen after all!



El miércoles, 23 de junio de 2021 a las 2:05:30 UTC+2, Rudi Hammad escribió:

> Cool stuff about the morph deformer. I just need something that works 
> across previous maya version. Thanks for the ref.
> About separating the head it simply how I like to my rigs. I used both 
> method in different production and still prefer the cut out.
>
> El martes, 22 de junio de 2021 a las 23:12:22 UTC+2, Roy Nieterau escribió:
>
>> Not an answer to the question, but the separated mesh rig-blendshape 
>> workflow can be much optimized in Maya 2022 using the new Morph deformer: 
>> https://youtu.be/Cdow0UVZfBI?t=1605
>> In particular the "partial deformation" around 28:10 he states it and 
>> starts showing after. :) No need for actual merging of meshes, etc. - 
>> That's prone to get slow!
>>
>> On Tuesday, June 22, 2021 at 11:03:11 PM UTC+2 smann wrote:
>>
>>> Why are you separating the head.. you don't really need to do that 
>>> technique any more , now that there is the morph deformer... 
>>>
>>> Also, I usually found the performance hit of having a connected head to 
>>> body with morph targets was never really that bad.. especially if you 
>>> remove the body components from the blend shape. 
>>>
>>> I'd be curious if the head cutting off is still necessary , and in what 
>>> cases.. 
>>>
>>>
>>> -=s
>>>
>>>
>>>
>>> On Tue, Jun 22, 2021 at 7:22 AM Hannes Delbeke <hannes...@gmail.com> 
>>> wrote:
>>>
>>>> that's true when it stays separate, but when merging the 2 pieces 
>>>> together including merging overlapping verts and vert UV, order for those 
>>>> merged verts can change
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, 22 Jun 2021 at 12:01, Alok Gandhi <alok.ga...@gmail.com> wrote:
>>>>
>>>>> Nice!
>>>>>
>>>>> On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad <rudih...@gmail.com> 
>>>>> wrote:
>>>>>
>>>>>> Actually I is possible, I did figure out how to do it. If you 
>>>>>> separate the head from the body, duplicate the head, and then recombine 
>>>>>> the 
>>>>>> head to the body, vertex order is preserved.
>>>>>> Then you can do a blendshape. I'll probably end up writing a deformer 
>>>>>> anyway, but that's a nice little trick there.
>>>>>>
>>>>>>
>>>>>> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, 
>>>>>> hannes...@gmail.com escribió:
>>>>>>
>>>>>>> match by vert id is impossible in that case because the vert ids 
>>>>>>> cant ever match, unless you somehow reorder the verts yourself from the 
>>>>>>> mesh with the most verts(the body)
>>>>>>> what i suggest to do instead is match vert by world position, or if 
>>>>>>> you have unique UVs by UV position.
>>>>>>>
>>>>>>> get the closest vert, for every vert. and hook them up in a tuple.
>>>>>>> then use this to do anything you want. ex transfer skinning.
>>>>>>>
>>>>>>> i suggest to do this with openmaya because of speed
>>>>>>> it will be very slow in pymel
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad <rudih...@gmail.com> 
>>>>>>> wrote:
>>>>>>>
>>>>>>>> (so no, meshes whould not have the same number of cvs)
>>>>>>>>
>>>>>>>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad 
>>>>>>>> escribió:
>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> yes, i want to have different topologies. The use case would be a 
>>>>>>>>> rig where you have a mesh cut out of the head for the facial rig, 
>>>>>>>>> that you 
>>>>>>>>> blendshape into the full body mesh. So there you have 2 different 
>>>>>>>>> topologies. In maya you can do a blendshape between different 
>>>>>>>>> topologies 
>>>>>>>>> but if the ids don't match you get unwanted results.
>>>>>>>>> I can achieve that alternativly wrighting a wrap deformer , but I 
>>>>>>>>> was wondering  by beeing able to match the vertices ids it would be 
>>>>>>>>> easier.
>>>>>>>>>
>>>>>>>>> R
>>>>>>>>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi 
>>>>>>>>> escribió:
>>>>>>>>>
>>>>>>>>>> Ok. Btw, I am curious as to how you would transfer the vertex id 
>>>>>>>>>> for two differing topologies. Can you give some details about 
>>>>>>>>>> what's different between the two topologies. In any case, I assume 
>>>>>>>>>> that 
>>>>>>>>>> they have the same number of vertex (otherwise you cannot transfer 
>>>>>>>>>> the 
>>>>>>>>>> vertex ids).
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad <rudih...@gmail.com> 
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> It looks similar to maya's transfer attribute tool, but it 
>>>>>>>>>>> doesn't look to do a vertex id transfer.
>>>>>>>>>>>
>>>>>>>>>>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi 
>>>>>>>>>>> escribió:
>>>>>>>>>>>
>>>>>>>>>>>> There was GATOR 
>>>>>>>>>>>> <https://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/property8064.htm,topicNumber=d28e458586>
>>>>>>>>>>>>  
>>>>>>>>>>>> is Softimage XSI that could handle such cases as yours. I remember 
>>>>>>>>>>>> vaguely 
>>>>>>>>>>>> that it was being worked upon in Maya (since the Softimage dev 
>>>>>>>>>>>> team was 
>>>>>>>>>>>> merged with the Maya team). I am not sure if it exists in Maya in 
>>>>>>>>>>>> some 
>>>>>>>>>>>> form. Maybe someone here has more information and can comment.
>>>>>>>>>>>>
>>>>>>>>>>>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad <rudih...@gmail.com> 
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> That was to nice to be true. So I guess there is no easy way 
>>>>>>>>>>>>> (or no way at all probably) to transfer the vertices ids between 
>>>>>>>>>>>>> different 
>>>>>>>>>>>>> topologies?
>>>>>>>>>>>>>
>>>>>>>>>>>>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2, 
>>>>>>>>>>>>> voidr...@gmail.com escribió:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> I believe you need to have the same topology to transfer the 
>>>>>>>>>>>>>> vertex order, since you'll need the same number of vtx to copy 
>>>>>>>>>>>>>> the id to, 
>>>>>>>>>>>>>> otherwise maya will crash.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad 
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Hello,
>>>>>>>>>>>>>>> haven't found anything in the search bar and nothing really 
>>>>>>>>>>>>>>> worked for me doing a google search, so I was wondering if it 
>>>>>>>>>>>>>>> is possible 
>>>>>>>>>>>>>>> to transfer the vertices ids from one mesh to another with 
>>>>>>>>>>>>>>> different 
>>>>>>>>>>>>>>> topologies. There is a tool in Maya called transfer vertex 
>>>>>>>>>>>>>>> order , but it 
>>>>>>>>>>>>>>> crashes maya every time.
>>>>>>>>>>>>>>> Any suggestions?
>>>>>>>>>>>>>>> Thanks
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> R
>>>>>>>>>>>>>>>
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>>>
>>>
>>> -- 
>>>
>>> stephe...@gmail.com
>>> http://smannimation.blogspot.com/
>>> http://nymayausersgroup.blogspot.com/
>>> http://smann3d.blogspot.com/
>>>
>>

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