Ashford
09-23-2005, 03:13 AM
Hi folks!
I have a wee problem:
I have inherited the rigging job for a character. It has already been boned, and weights painted, and they're looking pretty good. The thing is, whoever put the joints in didn't bother to zero out the rotations on the joints, and the axes are all over the place.
I'm not a big fan of weight painting, especially if somebody else has done the job. What I'm after is ways I might be able to keep the skin clusters for the skeleton (and therefore the already painted weights), zero the joints orientations, and reapply the weights, maybe by changing things upstream of the skin clusters?
I also have my doubts that exporting weight maps for this character would work as its multiple poly pieces that have been combined into one piece before skinning. Then again, that's just my guess on Maya's export weights tool.
Setting up the orientations shouldn't be a problem. Ideally, I'd like to do all this without having to export weight maps as I haven't had much luck with it in the past, but if somebody can give me an effective way of doing so without having to go over the weights again, that'd be great too.
Any help that can be offered would be much appreciated!
Thanks again,
Matt Hicks
I have a wee problem:
I have inherited the rigging job for a character. It has already been boned, and weights painted, and they're looking pretty good. The thing is, whoever put the joints in didn't bother to zero out the rotations on the joints, and the axes are all over the place.
I'm not a big fan of weight painting, especially if somebody else has done the job. What I'm after is ways I might be able to keep the skin clusters for the skeleton (and therefore the already painted weights), zero the joints orientations, and reapply the weights, maybe by changing things upstream of the skin clusters?
I also have my doubts that exporting weight maps for this character would work as its multiple poly pieces that have been combined into one piece before skinning. Then again, that's just my guess on Maya's export weights tool.
Setting up the orientations shouldn't be a problem. Ideally, I'd like to do all this without having to export weight maps as I haven't had much luck with it in the past, but if somebody can give me an effective way of doing so without having to go over the weights again, that'd be great too.
Any help that can be offered would be much appreciated!
Thanks again,
Matt Hicks
