Andrei2k
02-17-2005, 12:21 AM
I recently rigged a character and weighted it before doing my blend shapes.
I would like to use the unchecked "use topology" method for blend shape in order to not have a history on my bound meshes to make the neck seamless.
However I also have clusters on the head, so I need to save out my weights, unskin, rebind reload weights on the head merged to the body already so i can apply my blend shapes.
1. How does maya technically handle weight maps with history? Specifically a head and body weighed seperately that is then merged into one. Are the weight maps still mesh dependent on the head and body seperately through the histrory?
2. Is this (answer above) why I cant save out weight maps, then merge the character and import weights back? and how would this be possible.
3. I want to often delete non-skin history but keep my clusters and cluster weights. Since to my knowledge the clusters weights depend on vertex id's I should be able to merge meshes together and import clusters and their weights right? Is there a workaround to import clusters or do I have to develop one?
I am familiar with a lot of different methods of rigging but I am experimenting in order to test out new workflows. Thank you.
I would like to use the unchecked "use topology" method for blend shape in order to not have a history on my bound meshes to make the neck seamless.
However I also have clusters on the head, so I need to save out my weights, unskin, rebind reload weights on the head merged to the body already so i can apply my blend shapes.
1. How does maya technically handle weight maps with history? Specifically a head and body weighed seperately that is then merged into one. Are the weight maps still mesh dependent on the head and body seperately through the histrory?
2. Is this (answer above) why I cant save out weight maps, then merge the character and import weights back? and how would this be possible.
3. I want to often delete non-skin history but keep my clusters and cluster weights. Since to my knowledge the clusters weights depend on vertex id's I should be able to merge meshes together and import clusters and their weights right? Is there a workaround to import clusters or do I have to develop one?
I am familiar with a lot of different methods of rigging but I am experimenting in order to test out new workflows. Thank you.
