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View Full Version : reposition joints without losing weight information


karl47
03-26-2004, 08:16 PM
In Maya are there any ways to repostion a joint when you don't like where it is bending. That is, without losing all the other weighting information on the model.

I have a model that I've done most of the weight painting for and have only just realized that I messed up the placement on the finger joints. Help!

lildragon
03-27-2004, 01:30 AM
You can always just

- export the weight maps
- unbind the mesh
- adjust your bone placement
- rebind
- import the weight maps

btw this question was asked a few threads down ;) http://www.cgtalk.com/showthread.php?s=&threadid=132753

good luck

-lild

Marcel
03-29-2004, 12:56 PM
Remember that for the weight export to work the mesh needs unique UV's for every vertex... You can use the automatic mapping to create those uv's (in a new UV set) before you export the weights and unskin the character. When importing you need to set the correct uvset again...

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