Does anyone know a way to achieve something like Skinwrap modifier function from 3ds max inside of Maya? I need in Maya to "skinwrap" some belts, saddle holsters, etc to the character body - then to convert, somehow this assets to skin. I am pretty new to Maya, i am a native max user. Thanks in advance! ML.
Oh, thanks. Sadly, the script isn't up anymore. On the other hand, i can't believe maya doesn't have this kind of tool builtin. The main idea is I have to export the final mesh to a game engine, so it has to be skinned. Wrap deformer will work only inside of maya. Maybe there is someone else how can share another technique…
Ha! Here's to keeping a searchable catalog of ancient compressed backups: https://pastebin.com/U3U3MG8K I don't have Maya installed though - no way for me to confirm if this (still) works.
Just found this: https://polycount.com/discussion/37382/maya-wrapdeform-to-skin to prove my point. Sadly, I don't think I have the script anymore. But, perhaps there's now a builtin way? :)
There's a wrap deformer that works similar to the Skin Wrap modifier, I believe you can have multiple of these to get the functionality from Max where it lets you select multiple influences. No idea if it can be converted to skinning, perhaps if you're lucky. But standard procedure with Maya is to first: (unsuccessfully)…
Yea I used 3dsmax and now use Maya. I tend to stay away from the wrap deformer method in maya even though it's close enough, and stick to copy skinweights there are a few options in there that you'll want to play around with. In general I stick to closest point on surface and closest joint. UV isn't a bad option if the…