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-=SunDoWneR=-
11-24-2002, 06:37 AM
HI, ...

and another small question =), ...

I created a Lamp with 3 joints bound with smooth skin to the geometry and set up one ik Handle to move it up and down.
I painted the weights via the tool, and want to add a cable to it.
I have to detach the joints from the geometry, so i saved the wieght maps !!! Then i added the cable.
When I imported the Maps, they were a bit messed up, so i had to reconstruct 'em to propper values =/

Question , ... how could I export and import the maps for an exact result ?!

plz help

olivier georges
11-24-2002, 09:27 AM
hi,
when you work with skinning in maya, this is really important to have good non overlapping uv on your character, if you have overlapping uv ( for a symetrical char for example) you can create new uv automaticaly on a new uvset with the "Automatic Mapping" command, so you'll have good uv to work with the paint weight tool, and you'll keep your old uv for your mapping... think to select the right uvset to export your weight ( the one creqted with the automatic mapping command)


Olivier.

excuse me for mad bad english.

-=SunDoWneR=-
11-25-2002, 11:24 AM
Merci beaucoup =)!!!
I'll work on it!
I'm quite new to Maya and have just modeld a few things, like a face, body, hands, and all kind of furnature and houses (fantasy style). Im now on 2 missions, ... creating an outdoor Mages-castlemountain scene with caves and lava =) and a short X-Mas Animation-present for my Parents (something like the Pixarlamp). =) thxX 4 giving me tha great support

G|_ & |-|f

MDuffy
11-25-2002, 04:00 PM
Don't use the weightmap saving and loading commands that come with Maya. They aren't efficient at all, and are difficult to work with. Instead, go to www.highend3d.com and look for the saveWeights.mel script that Big Idea released. That is the best way to save and load weightmaps in Maya.

Hope this helps,
Michael Duffy
mduffy@ionet.net

-=SunDoWneR=-
11-27-2002, 02:22 AM
+|-|xX for the |-|elP =)

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