Maya Animation :: Paint Skin Weights Doesn't Show Color Feedback
Jul 21, 2011I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.
View 5 RepliesI have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.
View 5 RepliesFor 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
I've been learning about skinning and weight painting. I have a problem where I don't see any color feedback on my mesh when I paint it. My vertices move with my brush strokes but I'm basically painting blindly as I can't see the colors. In all tutorials that i've found on the subject, they just activate the tool and the mesh turns black (or colorful depending on their settings)
View 2 Replies View RelatedWe'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?
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?
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.
View 3 Replies View Relatedi'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.
View 1 Replies View RelatedWhen 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.
Graphics Card: AMD ATI Radeon HD 5570
RAM: 9 GB
OS: Windows 7 64
Maya Edition: 2012 Hotfix 4 x64
Color feedback drops in and out. Yes I have the box checked in the settings. Sometimes it slightly works and most times it simply does nothing. Half the time I don't get color feed back and when I try to move the handle or scale, it doesn't affect the polygonal mesh at all. It's driving me crazy and I really don't want to do my facial blendshapes by hand!
I have also tried deleting my preferences, and it didn't work either.I have also tried resetting the tool. No go.
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.
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. //
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.
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.
issue with the component editor in Maya 2012. It seems that the handy slider at the bottom of the editor for blending weights doesn't work. I've installed hotfix 4 and it still seems busted.
View 1 Replies View RelatedI tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
View 1 Replies View RelatedI am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.
View 4 Replies View Relatedcouple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.
View 5 Replies View RelatedI'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
View 1 Replies View RelatedLike in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:
"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".
I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).
There was no such problem with Maya 2011. I use Setup machine for the rig.
I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).
(Btw, I'm using Maya2013 Students Version).
I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.
So i have made my cam from Bottom Left corner to Top Right over 96 Frames.
What i need to do, is make some of the blocks disappear and re appear as the cam pans across.
In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..
I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.
View 2 Replies View RelatedAny 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.
View 5 Replies View RelatedI can't adjust skin weights in Max 2012 on characters skinned in Max 2011. Or is it a 2012 thing? I can't select the vertices, I've had to go back to Max 2011 for that.
I've been using CAT all day, I couldn't count how many times Max has hung or crashed - just like in Max 2011. Good for Grant Warwick, no crashes in a month of use. Rigged characters are still slow to work with in the viewport, I had hoped Nitrous would give me good fps with a character rig. I'm getting only 4fps working with a rigged character, still better than around 1fps in max 2011. Normal modelling is quick though.
3ds Max 2014, Windows 8 pro 64bit.
NVidia GeForce GTX670
i7 3770K 3.5Ghz , 16Gb CORSAIR Vengeance RAM, other stuff...
I've been having this issue with Maya's timelines since my first usage of 2010 (on Windows) and now 2011 on Mac. The problem is an odd one, My keys start to show up "between" two frames in my timeline. This makes selecting and moving, and judging timeline distances super difficult. If I open up the graph editor, I get the same results.
I'm running Maya 2011 x64 Educational SP1 on Snow Leopard 10.6.8 on an 2009 iMac. I'm not sure this has any bearing on what is happening in my timeline, as I've had similar results on a Windows machine a few years ago.
I've been working on this scene for a few weeks now, and only recently did this start happening, near the end of the timeline in the scene. I am working at 24fps REALTIME, which is necessary for the project. I have also tried scaling the timeline up and won, but I get no relief from the problem.
My manipulation tools doesn't show up when i click show manipulation tool. neither move,neither rotation..nothing!
View 1 Replies View RelatedWhen I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.
View 1 Replies View RelatedDavid Boxing_WIP.png (202.28K)
Number of downloads: 19
Could I have a description of how to match the skin color of the head to the boxer's skin color?
I would like to change skin color in a picture, without disturbing the detail/features of the face.
for example, see attached picture.
I would like to change the dark skin face at left to a lighter color skin, something like the other persons. what are the steps i need to take with Paint.net to achieve this?
Attached Thumbnails
I created a model with UV textures.
I loaded in a lambert with a psd file on the model.
But none of my drawing from the psd file will show up on the model.
Now that I've upgraded to X6 64 bit, my windows 8 explorer does not show .pspimage thumbnails.
View 11 Replies View Related