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Delete non deformer history

Delete non deformer history

krzysztofgryzka
Participant Participant
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Message 1 of 4

Delete non deformer history

krzysztofgryzka
Participant
Participant

Hello. I have a character which is already rigged and have bind skin, with blendshapes as well. I want to transfer UVs from another mesh to my rigged model, which I did without any problems. My question is how to manage the history in Maya. I would like to bake/freeze the Transform Attribute operator stack without deleting the bind skin and blendshapes. How can I achieve that?

Currently, I am unable to move my character because Transfer Attributes is still processing and updating the results.

 

I tried to use : Edit- delete by type- non defomer history, but this optiond also deleting transfered UV. 

 

I have also another questions: Is any chance to mute bind skin, or other deforming operators like in Softimage XSI? 

 

face3.JPG

 

 

I was curious if I could manage Maya's history like in Softimage XSI, where I could see several history processes.

This was a huge advantage of that software, and I'd like to have the same in Maya.

 

face4.JPG

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3 Replies
Replies (3)
Message 2 of 4

Kahylan
Advisor
Advisor

Hi!

 

I'm not sure if there is a way to do this, without deleting your history in the process.

Normally you should be certain that your UV's are correct before you start rigging, or rig on a referenced model where you can work on the UV's in a separate history stack to the one you are rigging on.
The easiest way to solve your problem is probably to export your skinweights and Blendshape Deformer weights, cleanly delete your history and do all the needed other steps and then reimport your deformers.

 

You can mute any deformer by turinging their "Envelope" value to 0. However this will still prevent you from what you want to do, as the deformer is still in the history stack and it will just break if you freeze your Transforms.


As to the question of how you can see the history stack in Maya, that is what the Node Editor is for. You can select any object and open the Nodeeditor (Windows -> Node Editor) and then by clicking "Show Input Connections" display all their incoming history in a node graph. But the History in Maya is build a lot more complex than in Softimage XSI, so manually manipulating it is not recommended for inexpirienced users.

 

I hope it helps!

 

Message 3 of 4

krzysztofgryzka
Participant
Participant

Hello. Thank you for your answer.

Is it really not possible to transfer something as simple as UV coordinates to a rigged object in Maya in a straightforward manner? It seems amusing to me, considering that I've been able to do it in other programs.

It's difficult to accept the limitations of Maya, as they can hinder progress in non-linear productions.

Nevertheless, I came across an interesting article about a workaround.

Here you go 

 

face5.JPG

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Message 4 of 4

krzysztofgryzka
Participant
Participant

Does Maya have a similar tool to GATOR from Softimage XSI?

It was a great tool and helped me in a nondestructive workflow.

[video]