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How to freeze transformations of a rigged mesh? (without unbinding if possible)

How to freeze transformations of a rigged mesh? (without unbinding if possible)

Avaricius
Explorer Explorer
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Message 1 of 3

How to freeze transformations of a rigged mesh? (without unbinding if possible)

Avaricius
Explorer
Explorer

Hello, I am trying to freeze the transformations of my model for it to work with a third-party animation software that I am using. It requires that I freeze them so that the mesh doesn't glitch out when I import it into my Maya. I have tried highlighting and selecting the transforms in the Layer Editor and unlocking them so that I could freeze them. The problem is when I reimport it, the values are reset. Are there any possible workarounds to this issue that are less tedious?

Thanks!

benjaminfranco1337_1-1649825965116.png

transformations of the model

benjaminfranco1337_2-1649826047039.png

me trying to unlock the values

 

 

benjaminfranco1337_3-1649826221987.png

benjaminfranco1337_4-1649826284362.png

After freezing transformations

 

benjaminfranco1337_6-1649826475741.png

After export and re-import

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2 Replies
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Message 2 of 3

ShinyShadow41
Enthusiast
Enthusiast

There is no way to freeze the model after binding skin. But there is a trick can solve this:

1- Group the models and joints (just for making things tidy). This is the "Skinned Group"

2- Copy the skinned group and this will be the "Copy Group".

3- Now the copy group won't be skinned. Freeze transforms of these copy meshes and bind the copy joints to them. Now you have clean mesh.

4- But you lost all the weight painting progress. To get it back; for example select the skinned body mesh(the mesh you used to paint), then select copy body mesh(the new copied clean mesh), then go to Skin > Copy Skin Weights and apply it. This will trasfer the weights to the new mesh, and repeat the process for the other meshes.

And an important note: if you move or edit the copied meshes, result of transfering weights may not good.

 

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Message 3 of 3

mcw0
Advisor
Advisor

I haven't tried this but theoretically, it should work.

 

1.  Set the "envelope" value of all your skinClusters to "0".  This will ensure that you are back to your original pose.

2.  Duplicate your skinned meshes and freeze transforms.

3.  Delete the intermediate object shapes of your duplicated meshes.  I don't know how much Maya you know.  If you are comfortable with intermediate objects, then you can skip step #1.  And use your original mesh by setting the original back to a normal object instead of an intermediate object and deleting the normal shape node.

4.  Unlock your skinned meshes transform values and manually set them to 0s and 1s.  You can relock the attributes if you like.

5.  Connect the duplicated meshes outMesh to the skinned meshes' original shapes' inMesh.

6.  Fingers crossed...set the "envelope" value of your skinClusters to "1".

7.  If all looks good, then you can delete your duplicated meshes from step 2.

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