View Full Version : mirror weights problem
mr9iron 05-29-2005, 03:03 AM any help appreciated.....
I have a character model that is symmetrical. However, the arms are separate objects, it is not one mesh. I have used smooth bind, and have tweaked the weights on the right arm so it works well. I want to mirror these weights to the left arm. What is the best way to do this, as "mirror weights" will not work since they are separate objects.
I have tried the following but with no luck:
export weight maps
mirror the weight maps in PS
edit weight file replacing "right" with "left"
Maya says no skins selected when I try to import the map file.
Any ideas? is there a better way or do I have to weight the left side separately. HELP!
thanks in advance,
Jeff
|
|
Dichotomy
05-29-2005, 06:32 PM
i've never tried this, but you might try renaming the right arms to something else (ie just adding a Prefix) then rename the left arm joints to what the right arm joints were called. Then you import the skin weights... that way you haven't edited the maps/names, only the which joints the maps go to.
john_homer
05-29-2005, 08:27 PM
i assume this would work....
1: save the scene.
2: scale the whole rig -1 in X (i presume),
3: rename the joints so they have the names of the joints you want the weight to (ie, change L_arm -> R_arm etc)
4: export the weights using workdSpace with aeSkinWeightsTransfer v1.0 (http://www.highend3d.com/files/dl.3d?group=melscripts&file_loc=aeSkinWeightsTransfer1_0-v1.0-.zip&file_id=2766)[ By ("]:: ("")
5: open the original scene, skin the new arm to the correct joints (very important) and import with worldSpace (same script).
6: wipe brow with relief
7: thank anders for being a genius
the are actaully lots of way to go about this... if you have the script....
.j
Digidim
05-29-2005, 08:48 PM
...this (http://www.digidim.info/transfer_weights_v.mel) one is an (g)oldie...but works like a charm!
Morganism
05-29-2005, 09:43 PM
You should be able to mirror it still. When you bind the arms, just make sure that you bind each mesh to both the arm skeletons, so that the left arm mesh is bound to both the right and left arms, but doesn't have any weight with the right one. That way they both have the same influences. Then if you select the left arm and then shift select the right arm, mirror should work. After that you can remove unused influences if you want to get rid of them for some reason.
mr9iron
06-02-2005, 02:16 AM
guys, thanks for your help, I got it to work, wiping sweat from brow...
appreciate it,
Jeff
crumbly
06-02-2005, 06:38 AM
Ah, I came across this post too late.
For what it's worth, I wrote a script a while ago that can do this really easily (and I just updated it). You might want to check it out, as it's also pretty useful in lots of other weight mirroring and copying situations.
It's called abWeightLifter (http://www.highend3d.com/files/dl.3d?group=melscripts&file_loc=abWeightLifter-v1.4-.mel&file_id=3435).
CGTalk Moderation
06-02-2005, 06:38 AM
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 ©2000-2012, Jelsoft Enterprises Ltd.