View Full Version : Tricky Skinning Problem
paul-baaske 02-14-2008, 10:30 PM Hey!
I have a rig where a cat is bound to a skeleton in maya. The Problem is that the head and the body are two seperate objects which were seperately smoothskinned. Of course there is an edge between those two objects which originally should have been covered with an ribbon, but the ribbon has been removed by the director. Now it is my task to "remove" this edge, is there a way to do so without skinning everything again? I tried to export the weight maps but maya didn't let me reattach them to the new combined mesh and combining the objects while still skinned leads to an uneditable skin cluster... anyone an idea?
Thanks a lot!
Paul
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meljunky
02-15-2008, 01:34 AM
How about...
Duplicating the head and body and combine the mesh as one geometry and bind the mesh to the same joints, then if your using Maya use the copy skin weight options by selecting the old body to new mesh and then old head to new body.
or...
Use the two seperate meshes as a wrap deformer to the new geometry.
If you are using Maya...
Are you refering to uneditable skin cluster to not being able to select it in the paint weight tool? If so then you can duplicate the geometry, bind to same joints, and then use the copy skin weights to transfer it.
Hope that helps,
-Brian
www.meljunky.com (http://www.meljunky.com)
paul-baaske
02-15-2008, 09:26 AM
Hi Brian thanks for your help. I tried wrapdeformers aswell but the result was incredibly slow. Your suggestion on copying the weights seems to help, but only for one object. I can only either copy the weights from the old torso to the new body or from the old head to the new body. This is not to bad as reskinning the head wont take to much time. Thanks,
Paul
I Dont Know Much About Maya, But I Had Same Situation In Max. What I Did Is That I Cut A Polygon Loop From Head Mesh And Also Cut Polygon Loop From Body Mesh, Combined Both Polygon Loops , Remapped This New Mesh And Used Skinwrap On It. Now It Is Above The Neck Cut And Well Deformed.
Keithtron
02-15-2008, 11:04 PM
The Comet skin weights tools are perfect for this sort of thing. You can export a file of skin weights based on world position, which you would do for both objects. Then combine the geo, merge the vertices along the seam, and import the skin weights (applying them based on world position). You'll most likely have to re-skin just the 1 edge loop where the seam was.
I haven't tried this, but it seems like it would work. Let me know if it works or if you have problems with it.
I don't have a link to the Comet tools on me right now, but if you search for it online it should be easy to find.
Good luck!
paul-baaske
02-16-2008, 10:36 AM
hey,
the comet tools are great, I can recommend them to anyone with skinning problems...
Thanks for the suggestion.
Another question which occured recently:
some vertices in the middle of the bound object dont accept influence from both the right and left joints, as soon as I want to add influence from the opposing side it swaps and deletes the old influences, which is especially in the chest region quite annoying.
Thanks for your help,
Pauul
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