Problems that arise when replacing the skeleton of a rigged character with another skeleton

Problems that arise when replacing the skeleton of a rigged character with another skeleton

grimskian
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Problems that arise when replacing the skeleton of a rigged character with another skeleton

grimskian
Observer
Observer

hello.
I'm not good at English, so I'm using a translator. Please excuse the grammatical errors or strange language.

 

I tried to apply one skeleton to the meshes of all characters in order to solve the difference between the scale of the character assets purchased for a fee and the position and rotation values of the skeleton.

First, I applied the unbind skin to the character with the reference skeleton, and exported only the skeleton to fbx.
Then, after opening a new scene, I imported the fbx of the new character, and while the skeleton of the character still remained, I imported the skeleton that serves as the reference point for the previous work.
Since the two skeletons have the same tree structure, my character's mesh was deformed to fit the skeleton that was imported later, and I was satisfied with the result, although it wasn't perfect.
The mesh of the deformed character was separated, delete all by type history and delete all by type non-defomer history were applied, and the file was exported to fbx again.
Then, a new skeleton and deformed mesh were imported and rigging was carried out.
My rigging looked perfect in Maya.
However, when I exported it to fbx, all my weight information disappeared, so the bones and flesh were separated.

 

To solve this, I've tried every method I know of, and tried everything that comes out of Googling.
For about 16+ hours I tried everything non-stop, but it didn't work in Maya.
All information was not erased in Maya, and it seemed that there was a record of something in the character's mesh.
On the verge of giving up, my co-worker told me that he had deleted all the records in Maya, but it didn't, so he took my files to Blender and exported again without doing anything.
He didn't do anything, he simply imported & exported, and interestingly, my file size became very light.
And when I tried rigging again in Maya, I was able to successfully put the weight information into the fbx.

 

Actually, this isn't the first time I've had this experience.
In the past, I tried to modify the modeling and reuse the existing skeleton, but like today, the weight information was not included in the fbx, so I gave up and just created a new bone from skeleton.

 

Should I always use Blender to solve this problem?

 

I use Maya, Max, and Zbrush as modeling programs, so I don't want to use other modeling programs anymore.
I want to solve this problem in Maya.

What should I do in Maya to delete all records of my mesh once rigged?

Let me know if there's anything I'm missing.

 

 

 

 

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mcw0
Advisor
Advisor

Once a mesh is deformed, Maya creates an intermediate object.  This node is not visible.  This is probably what importing/exporting with Blender removes from your file.  You can do that yourself in the Maya file.  The following is MEL to remove intermediate objects.

 

string $meshes[] = `ls -type mesh`;

for($mesh in $meshes)

{

        if(`getAttr ($mesh+".intermediateObject")`)

                delete $mesh;

}

 

Another option is to export/import an OBJ file.  This should also do the same thing as using Blender.  But you can do this within Maya.

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grimskian
Observer
Observer

Thank you
However, the same problem occurred even after exporting to obj and importing it.
Now, after a month, I realized that my computer is the problem.
Skinning works very well on other desktops and laptops.
I don't know why this only happens on my work desktop.

 

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