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View Full Version : Ignore bindpose to skin seperate model?


Wildroo
07-27-2006, 02:04 AM
Ok- I've got a problem. I've skinned and completed most of the setup for a character in Maya and now I need to add another part to the character that I decided to skin instead of make with cloth. Problem I have now is that the skeleton CANNOT go back to the bind pose due to moveing two joint axis and setting up a few of the joints within the connection editor to controls or multiplydivide nodes.

I do not want to have to redo all my connections OR the skinning since I used muscle deformers on it.

Is there any way to skin a new model to the joints without it having to go back into the bindpose or a way to temperarly ignore inputs/changes to all joints?

Big thanks if you can hlep me on this!
Antonio

Wildroo
07-27-2006, 02:39 AM
Nevermind, I figured it out thanks to a script editor and a test. The following selects all the joints in the scene then resets the bindpose to their current state.

select -r `ls -type joint`;
dagPose -reset -name bindPose1;

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07-27-2006, 02:39 AM
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