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dr_bob
08-27-2002, 09:59 AM
Hi

I've tried to export and re-import weight maps on a model I've skinned. However, when the maps re-import they come in completely wrong. Since the process appears fairly idiot proof, I'm wondering if this is a known bug in 4.0.3? Or I'm I *really* being an idiot and missing something obvious :-)


Thanks.

DarkSun
08-27-2002, 04:10 PM
If your character is polygon you have to apply automatic mapping for the uv coordinates. Then export/import..
Hope this helps...

Waboflex
08-27-2002, 05:11 PM
Remember, something that's only 'fairly idiot-proof' can always be broken by an expert idiot :p

Only joking dr_bob. The automatic mapping would be one way to solve it (the actual mapping method doesn't really make a difference), but the bottom line is because you're exporting maps, there can be no overlapping UV's, since any vertex can only have one luminance value. UV's sharing the same space would result in some weight information being lost or overwritten. Not sure if it matters much with exporting maps, but it might also help if all UV's are in the 0 to 1 UV space, just in case.

Having said that, they do sometimes act funny even though you've done all that stuff above. Why? Dunno. :shrug:

Oh BTW, the target object will have to have good UV's too. Otherwise the same problem comes up again.

Wabo.

fruity
08-29-2002, 12:32 PM
:D

I've got your problem solved, right here.
If you go to Highend3D.com, look for:

sds_poly_smooth_weights_import.zip (and export)

It ex-and imports the values per vertex to-and from a TEXT file. And it works flawlessly!

Happy weighting!
kind regards,
Fruity.

dr_bob
08-31-2002, 08:46 AM
Thanks to everyone for their advice - my UV's were the problem, after all.

And thanks to fruity for the highEnd3d link. I'll try it when I'm back in work next week...

bigfatMELon
08-31-2002, 08:16 PM
there is also saveWeights.mel that can handle savign and load of weights per-vertex by index as well as relative position.

-jl

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