View Full Version : reposition joints without losing weight information
03-26-2004, 07:16 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!
03-27-2004, 12:30 AM
You can always just
- export the weight maps
- unbind the mesh
- adjust your bone placement
- import the weight maps
btw this question was asked a few threads down ;) http://www.cgtalk.com/showthread.php?s=&threadid=132753
03-29-2004, 11:56 AM
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...
01-17-2006, 09:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.