Maya Animation :: Muscle Load / Save Weights Error

Mar 25, 2013

I just installed the latest 2013.5 Extension release. When trying to perform a load saved weights from the Muscle menu, I receive the following error when switching the Load By type to World Pos.

// Error: file: C:/Program Files/Autodesk/Maya2013.5/scripts/muscle/cMuscleSaveWeights.mel line 663: Object 'tfTol' not found. //

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Maya Animation :: Parenting To Muscle Cached Geo?

Jun 16, 2011

I've got a piece of geo that I need to parent some lights to. However, the geo is not animated, it has a muscle system skin deformer on it and the skin deformer is reading an external muscle cache file.

Since the geo isn't animated, parenting the lights to the geo doesn't seem to work. how to parent the lights to one of the vertices on the piece of geo?

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Feb 12, 2012

For some reason when I use my Paint Skin weights tool, the mesh does not go into a grey scale type shader. Instead, the textured model is still displayed instead of the black and doesn't display weight values in the greyscale I'm used to.

Did I mess up settings somewhere? I know I'm in Paint Skin Weights tool because I can see the bones when it goes into Xray. I can open other scene files and can view the weights just fine.

Note: I have tried the following fixes: copied the mesh into a new scene, made sure it wasn't a subdiv shape.

I am using Maya 2010

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Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.

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Maya Animation :: Saving And Mirroring Skin Weights Without UV?

Aug 1, 2011

We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)

Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.

how to save weights and mirror weights for meshes like ours?

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How to successfully import/export deformer weights ?

Like, a simple head made out of clusters on Left side. Would like to create/mirror these clusters to the other side. NONE of the default tools worked for me. Mirror deformer weights didn't and neither did the import/export deformer weights.

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Maya Animation :: Painting Weights On 2 Very Small Stubborn Verts?

Sep 18, 2013

I need to paint the weights of two verts to cling to the middle back. These verts are on arrows that are stuck in a quiver. The quiver is painted to one back joint, as are the top of the arrows. However, the tips of the arrows are painted to the clavical.

 I went into the component editor to try to weight them manually to the back, but in the CE, in smooth skins, they are weighted (1.0) to the clav. I know how to weight a vert to different bones if the CE lists them at the top, but since these verts are only weighted to the clav I don't have the option to set the clav weight to 0 and the back joint as 1. And, obviously, I don't know how to manually add the joint I need into the CE to weight it to 1 and kill the influence on the clav to 0. 

I tried massively increasing my clip plane to zoom in, doesn't work. The paint weights brush just will NOT pick these verts up.

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Maya Animation :: Edit Joint Weights Without Having To Deal With Amount Of Polygons?

Jul 26, 2013

So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
 
[URL]....

This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.

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Maya Animation :: Paint Skin Weights Doesn't Show Color Feedback

Jul 21, 2011

I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.

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Aug 1, 2011

When i select my mesh and click paint weights i get this error:

// Error: file: D:/Program Files/Autodesk/Maya2012/scripts/others/skinClusterInflMenu.mel line 568: No object matches name: LeftLung.liw //

LeftLung is a joint and i figure liw is "Lock Influence Weights".

I can change settings in the tool and then go to paint and it is a red x through a red circle. When i click to paint it resets all settings in the tool and logs absolutely nothing to the script editor, even with Echo All Commands on.

This leads to the next problem, locking weights is doing nothing at all. Locking them by selecting the joint or using the component editor shows them as "on" but it does not actually lock in any way. Putting influence to any other joint will remove/change the influence on the locked joints.

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Jan 9, 2011

l am getting this strange error when creating flexor . l get that error in maya 2009 and 2010 . l have my mesh bind to the bones but l get still that error.

// Error: Cannot add flexor unless skin is bound to joint joint1.

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Aug 31, 2011

I'm currently trying to set up bones in my character. What are some good resources for fixing skin weights, painting skin weights, and other weighting techniques. My problem is that when i bend a finger it squishes too much at the inside of the joint.

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Maya :: Paint Skin Weights Tool Scale Value?

Jun 16, 2011

I'm still using Maya 2009 because I really hated what they did to 2010 and 2011. Features that I use often were removed. Multilister being one of them. Now I feel like I'm falling behind too much so thinking of upgrading to 2012 but I ran into a few issues while trying out the trial version.

Paint skin weights tool in 2009, I had the ability to set scale value above 1. Flood smooth couple times and flood scale 1.1 couple times and skinning was pretty much done. It was very quick way to dial in skinning and very effective. Now in 2012, I can't set scale value above 1.000. Has this been moved somewhere else or has it just been taken out? Why is Autodesk keep taking out useful features?

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May 17, 2012

i'm looking for the ui and code to edit the way maya will sort influences in the paint skin weights tool. currently the sorting methods are kinds insufficient. Ideally i would like to be able to sort by locked , and have the ability to make painting sets so i can work on specific areas at a time.

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Jun 20, 2012

My current code consists of a simple line to save my .idw that is produced as a .PDF. 

_invApp.ActiveDocument.SaveAs(CurrentDirectory &"Submittal_Sheet_0" & drawing_count & ".pdf", True)

Within Inventor, if you select Export --> PDF, you can select an option that disregards the lineweights set in the drawing. How to set it up in VB to do that?  

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I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?

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As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.

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Oct 10, 2012

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My work flow is as follows:
1 - Export car from Mudbox to Maya
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4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation

It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.

I have attached an MB (Maya 2013) so you can see the

problem.mudboxcar_maya_2plusexpression.mb.zip

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I should be able to import/export animation layers right?

[URL]........

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[URL].......

heres also a screenshot.

Using Maya 20121 and Motionbuilder 2012

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