@Emilio: Oh, does that actually work?! I've never trusted any of the "Send To" workflows since they're all version-dependent and I'm running different versions of Maya/XSI, but if it works for sending shapes back and forth, I might have to see if it helps out in my workflow too... :D

Yours sincerely,
Siew Yi Liang

On 3/25/2014 9:25 AM, Nicolas Esposito wrote:
Oh, c'mon, thats cheating :-P

Anyway thanks Siew


2014-03-25 17:14 GMT+01:00 Szabolcs Matefy <szabol...@crytek.com <mailto:szabol...@crytek.com>>:

    Haha. With Softimage merge, and Gator I can implement a new
    character into our game in a matter of minutes...

    *From:*softimage-boun...@listproc.autodesk.com
    <mailto:softimage-boun...@listproc.autodesk.com>
    [mailto:softimage-boun...@listproc.autodesk.com
    <mailto:softimage-boun...@listproc.autodesk.com>] *On Behalf Of
    *Emilio Hernandez
    *Sent:* Tuesday, March 25, 2014 5:08 PM


    *To:* softimage@listproc.autodesk.com
    <mailto:softimage@listproc.autodesk.com>
    *Subject:* Re: Merge two meshes + transfer weights - Adapting
    Softimage workflow in Maya

    Thanks for jumping in Siew.

    I found a quick and fast solution for this last one.

    Send to Softimage button.


    -------------------------------------------------------
    Emilio Hernández   VFX & 3D animation.

    2014-03-25 9:41 GMT-06:00 Siew Yi Liang <soni...@gmail.com
    <mailto:soni...@gmail.com>>:

    Hi Nicolas:

    In this case, unless the meshes need to be unibody for some reason
    (uv maps etc.) I would keep them seperate in Maya, it is easier to
    seperate weights this way, back them up and restore them
    seperately should the need arise.

    While the Copy Skin Weights tool in Maya works, I use will use the
    AESkinWeights script, it's far more reliable imho and doesn't rely
    on UVs like the old tools do.

    If the meshes need to be combined, Martin's method will work fine,
    although I would add that as far as possible try to only select
    the joints that are actually IN the skinCluster before saving out
    the weights, will save you a ton of headaches with empty weights
    and painting them later :P (do a
    cmds.skinCluster('skinClusterName', q=True, inf=True) to query the
    deformers associated with a skinCluster)

    @Emilio: OOTB no. However you have absymmesh right? :) You can use
    that to actually restore details from a different topology mesh
    altogether, even if the vertex order has changed (which it will in
    this instance). So it will be annoying, but what you can do is for
    every shape in the old mesh you had, duplicate your new base geo
    by that amount, and then take the old blendshapes and use
    absymmesh to essentially 'project' their details down to those new
    target shapes. It's what I used to do when sculpting corrective
    blendshapes in ZBrush actually and going back and forth between Maya.

    Yep, obviously not as elegant as the shape manager hehe. But hey,
    if you're ever stuck in this situation....at least you can now
    save the day! :P

    Hope that helps!


    Yours sincerely,

    Siew Yi Liang

    On 3/25/2014 1:32 AM, Nicolas Esposito wrote:

        Hi all,

        I already asked this question on a Maya forum and I didn't get
        an answer basically...

        I'm merging together two rigs, one for the head and one for
        the body.

        What I'm doing is parenting the root of the head rig to the
        neck bone of the body, then merge the two meshes and transfer
        the weights ( using the merge PPG ), in order to keep the
        enveloping on both of them ( and later on a bit of smoothing
        on the weights ).

        This is my simple workflow in Softimage, the main reason is to
        have a single mesh with both head+body rigged.

        Now I'm translating the same workflow in Maya.

        Parenting of the head rig to the body rig not a problem, done.

        The problem is when I'm trying to merge and create a unique
        mesh with both envelopes...looks like the weights can't be
        transfered or some scripting is needed in order to do that....

        Well, nothing out of the box allow me to do that in Maya?

        If I'm not wrong the merging operator act as GATOR, and I know
        that the tool is not available inside Maya, but seriously
        there's no way to merge and blend the weights between two meshes?

        Sorry to bother you with quesion regarding Maya but looks like
        here some of you use both of them so better ask :)

        Cheers

        Nicolas



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