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View Full Version : Load previously saved bone envelopes ??


alec.tron
02-09-2003, 01:41 AM
Hello,
I had to remove the skin modifier of an object with 2 bones.... but loading the old, previously saved envelopes/vertex weight painting again ( mesh hasn t been changed ) doesn t change anything and the envelopes still have their old default settings after loading the saved envelopes......could anyone give me a hint what I m missing there ?
and help files nor google could give me hint for it.....and it took me nearly 2 days to set up the vertex weight painting as it s quite a complex object and I don t really want to do that again....
allright, would be gratefull for any idea.....
thanks

alec.tron
02-09-2003, 08:55 PM
after I ve done most of the work I could do without touching that load envelope problem I tried around only with loading changed envelopes....& now I m a bit wiser.....cos there wqas absolutely no problem, all worked wonderfull....
so it must be the vertex weighting that can t be saved within the envelope save settings......
anone knows a way how to save painted vertex weights and also how to reload that c&"%(.....
??
?

LFShade
02-10-2003, 07:21 AM
Head over to www.scriptspot.com and do a search for Skintools, written by Chuggnutt. It has a macro for saving out skin weights, which will respect all those weights you painstakingly painted or set by hand. Then there's another couple 'o macros to load them back in -- either by vert index or by position (really cool if you need to remove verts from your mesh, btw). Be careful, loading by position can get really slow on meshes of even modest complexity!

alec.tron
02-10-2003, 10:58 AM
Hey LFShade,
thanks for the answer....I just downloaded skintools and bonedaddy from scriptspot last night as a last possibility, cos I m only in my 2nd year with max I try to work with it as native as possible, and I couldn t imagin that something that timeconsuming as weight painting isn t saveable by default but only with a script.... so now I m looking if max offers weight maps like I heard is the normal thing to do in maya.....

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