If only we could get a Maya GATOR

On Mon, Sep 21, 2015 at 5:12 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Mmhhh....so Gator is still the easiest way to solve this issue and I see
> that is still use as a primary solution....
> Well, considering that I basically exported the rig from Maya because of
> the same issue I'll just finish the skin weighting in Softimage by probably
> using the "cage" envelope trick, or just by remove the unnecessary clothes,
> do the weighting and then Gator upon the removed geometry.
> Thanks guys and thanks for Gator :-D
>
> 2015-09-21 10:58 GMT+02:00 Oscar Juarez <tridi.animei...@gmail.com>:
>
>> What I do in this case is model a fast "cage" using the same geometry or
>> with a new similar one, weight this one and then use gator to transfer the
>> weights to all the layers.
>>
>> On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi <alok.gandhi2...@gmail.com>
>> wrote:
>>
>>> I did that before by combining (merging) the meshes into one, paint
>>> weights, once I am happy with the results, I would make copies of this mesh
>>> and delete the unwanted polys from each. This was a long time ago, so I am
>>> not sure if this works perfectly but still gives you a direction.
>>>
>>> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
>>>> There is probably someone smarter out there that can solve this but I
>>>> was also using GATOR as well for cases like this. Overlapping meshes are
>>>> hell to deal with :)
>>>>
>>>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
>>>> wrote:
>>>>
>>>>> Hi guys,
>>>>>
>>>>> I usually rig game meshes which are, 99% of the time, a unique mesh
>>>>> without any fancy stuff in it.
>>>>>
>>>>> Currently I'm doing some weight paint on a high poly mesh wihch will
>>>>> be used in a game, but I find myself struggling sometimes because due to
>>>>> the overlapping geometry.
>>>>>
>>>>> Example: I have a vest and underneath that I have a shirt; on top of
>>>>> the vest there are a couple of belts.
>>>>> In theory the weight paint on them should be exactly the same so that,
>>>>> during the animation, the underneath geometry won't "pop up" because the
>>>>> two meshes have different weights assigned.
>>>>>
>>>>> So, is there a way to easily paint on different meshes at once so that
>>>>> the weight paint will be the same on multiple layers of geometry?
>>>>>
>>>>> I know that probably Gator will solve the issue, but first I would
>>>>> like to know if there is a proper way to accomplish skin weights without
>>>>> using Gator to do that.
>>>>>
>>>>> Cheers
>>>>>
>>>>> Nicolas
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>>
>>
>>
>

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