hey folks. here's the deal.
i've got a character in maya, rigged and animated in a single scene
I accidentally froze my dude and lost the skincluster, so the skeleton is animating but the model is no longer weighted.
fortunately, i do have an old version of the scene, with old animations. Is there a way i can like.. grab the skincluster off the model in the old scene and slap it on the new model?
any other ideas are welcome of course. I could re-weight, but i'd really rather not.
Replies
Then open the file you lost the skinning on and import them. You might be to re-skin first with just a default smooth bind or w/e. I'm not entirely sure. Check the maya documentation for the specifics. It saves the weighting info out as maps and then reapplies it. I've done this before with mixed results, though I think that was back in 8.5 or 2008. With any luck, it might be improved in 2009.
Sorry I don't have time to actually take you through it. Maybe someone else will pick up the slack.
An alternate method would be to export the animation and open it in the older file with the rigged skeleton. I don't know how this is actually achieved, but I know some animators in a project I worked on did a lot of it (without scripts as far as I know). So it is possible.
Hope this solves your problem or at least helps give you a good base to tweak the skinning of.
-Woog
Frump -- thanks. I'm giving it a shot, but it's giving me bad results. it's applying the weights.. wellllll.. pretty fucked up actually. I'm going to keep playing with options and see if i can't get it to work right. It might have re-numbered the verticies when i froze the object or something. who knows.
throttlekitty -- I had thought of that, but can't seem to get it to work. it just imports everything with the names changed.. so instead of asking if i want to over-write the new skeleton, it just takes everything and gives it a prefix on the name.. maybe i can turn that off somewhere..
woogity - yeah, i might just have to re-weight the fucker. i really dont want to.. but .. ugh.
it's precisely this reason that I wrote a custom file format that stores exact skin weights per vertex, so i can save out skin weight files and re-import them onto meshes with identical topology.
unfortunately i did this for work so i can't share the script
it's not actually that hard to write though, if you know a little MEL.
And wow, they really changed the site, I think i like it. (creativecrash, eh? when did this happen?)