Import / Export Weights Does not work well..


#1

Anyone else found this? Even if it allows me to import my weights (which often it doesn’t as I get this error):{// Error: The skinCluster does not deform the selected component(s) // }

Even if it does let me… my weights are RARELY correct. I try pumping up my resolution and still no go.

Is there another exporter I can use? Maybe something that uses vertex numbers as opposed to UVs???

Also… It would be awesome if there was some way to copy the skin cluster from one object to another… instead of trying to hunt down all the exact joints that were used to skin the object. Maybe there is a better way that i’m unaware of…?

Thanks!


#2

The recent versions of maya have the “skin | edit smooth skin | copy skin weights” command. This works well for copying weights from one skin to another with several ways to match joints and positions etc.

I use a couple of scripts for exporting vertex skin weights:
cometSaveWeights.mel and zooWeightSave.mel

David


#3

sinistar i have to disagree, i only wonder what’s going on at your end so that it’s not working. for me, it’s worked fine countless times.

are you sure you don’t have any overlapping UVs? Because it sure sounds like you do…

another thing is - the ‘… doesnt deform this geometry…’ error - the way the original ‘save weights’ work, is it remembers the name of the geometry that you’re saving the weights for. THUS, if you wanna import them back, you have to name the new geometry with the same name as the original one (and add an ‘_old’ to the previous one or something…)

as for selecting the bones, i thought about sharing a small script, but i firmly believe one should not use things he doesnt understand, so i’ll leave you with an advice :slight_smile:

what i used to do is every time i skinned a geometry, the first thing i did was i created a selection set of all the joints im gonna skin the geo to. Thats one way to go.
the scripting way is to get the skincluster of your geometry and from that, get the bones connected to the skinCluster.

either way works, but the scripted method is more reliable and doesn’t leave a node in the outliner :slight_smile:


#4

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