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Is it possible to automatically skin e.g. a hand AFTER manually doing the body?

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Message 1 of 6
exsulator
762 Views, 5 Replies

Is it possible to automatically skin e.g. a hand AFTER manually doing the body?

I started painting a body, but the fingers I'd like to do automatically, perhaps with some manual polish afterwards.

 

Please no suggestions for specifically fingers, I'm looking for a way in general to automatically skin joints without messing up skinweights on other joints 🙂

5 REPLIES 5
Message 2 of 6
stephenkmann
in reply to: exsulator

I generally do this by duplicating the geo. and running the skin on the duplicate. 

and then copy only the wts for those verts over to the original. 

 

I show a little bit of how to do that in this quick video

https://youtu.be/S5oaFH_KgDY?t=755

 

hth

 

-=s

Message 3 of 6
exsulator
in reply to: stephenkmann

Huh, I tried copying earlier but it didn't work, but I think I clicked both meshes instead of just the verts of one and the whole mesh of the other, so maybe that's why. Thanks, I'll try this!

 

Btw since you seem knowledgeable about skinweights, do you know why Maya sometimes displays the skinweights wrong? Like e.g. right now I had to delete 2 hours of work because while the skinweights seemed fine in the editor, when I actually moved those joints it became obvious that the skinweights and the color display of those weights was completely out of sync... It sometimes happens to me

 

Paint Skin Weights tool color representation doesn't match actual skinweightsPaint Skin Weights tool color representation doesn't match actual skinweights

Message 4 of 6
stephenkmann
in reply to: exsulator

It’s hard to tell if the weights are displaying wrong or if there is something else going on 

 do you have “maintain max influences “ on or off 

 are some of the joints wts locked? 

 Check those verts in the component editor 

 

 

also do you have overlapping uvs? 

Message 5 of 6
exsulator
in reply to: stephenkmann

No overlapping UVs.

What am I looking for in component editor?

Maintain max influences is on

Message 6 of 6
stephenkmann
in reply to: exsulator

turn off the maintain max influences.. ( unless for some reason you really need it) 

it will bounce weights around to other joints when you use smooth, or scale in unpredictable ways. 

 

in the component editor you can see what joints are influencing the verts, and to what amount. 

 

 

when you see that spike on move, select a vert and open the component editor and see what the weights actually are  ( to see whats actually happening ) 

 

also I would unlock all the joints wts.  so you can freely move the wts around.

 

 

 

 

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