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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Maya Animation :: Paint Skin Weights Tool - Not Displaying Weights

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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Maya :: Accessing Code To Edit Its Skin Weights Tool?

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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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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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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Maya :: Paint Weights And Lock Weights Broken?

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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3ds Max :: Adjusting Skin Weights

Apr 8, 2011

I 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...

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3ds Max Animation :: How To Fix Skin Weights

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 Modeling :: Why Does Scale Tool Not Working Right

Feb 14, 2012

When I try and scale anything, I hit the hotkey R and the 3 manipulators appear. No matter what I click on, X,Y,Z,or center, when I move my mouse I get an "automatic" jump increasing the size. I can't seem to get it to do anything but these staged jumps in size. I cannot scale anything down, unless I use the universal manipulator tool. So, for example, if I want to scale a size 2 sphere to a size .8, I would have to use the universal manipulator and Shift-click on one of the matrix corners and that will allow a uniform scaling. I realize that I can always enter the scaling amount in the Channel or Attribute box field, but it may be that I'm trying to visually scale something and entering numbers isn't exactly the best way.

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Maya Modeling :: How To Change Size Of Move / Scale Tool Arrows

Jun 10, 2011

I know there is a way to change the size of the arrows, I already did it and made them bigger and I forget how to make them small again...

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Maya Animation :: Import / Export Deformer Weights?

Oct 31, 2011

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 :: 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 :: 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 :: How To Make Galaxy With Galactic Paint Tool

Aug 15, 2013

I have been having a problem in the attribute editor. I am trying to make a Galaxy with the galactic paint tool. When i make it I go into the galaxy1 tab. Most of the subMenus inside the tab are there but I am missing Behavior and Growth. They were not there at first, then they were there and now they are not there again and i can't get them back again. I really need them for what I am doing. Oh and also, the only solution I saw by searching for it is to turn on Construction History but It was already on. 

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Maya :: Handy Slider At The Bottom Of The Editor For Blending Weights Doesn't Work

Aug 18, 2011

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.

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Maya Animation :: No Color Feedback With Paint Weight Tool

Jun 16, 2012

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)

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Corel PHOTO-PAINT X6 :: Object Tool Size Field On Property Bar Tooltip Says Scale

Sep 11, 2012

There is a UI bug in PP X6 where the fields for size on the property bar when using the object picker tool show a tooltip "Scale".  See screencap

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Maya :: Exporting Just The Skin Of A Model?

Aug 5, 2012

I have a human figure, created in Maya, which has been rigged with both bones and muscles.

After it has been posed, is it possible to export the skin of this model without it losing definition from the lack of the maya bones/muscles?

I know that it can be exported to Mudbox, but is this the only place it can be exported?

I am trying to find a way to reproduce a model created in Maya (or Mudbox for that matter) as a physical object (via 3D printing).

Yet no one seems to have much experience with this, and tools like "Inventor" don't seem to like working with things that are not solids (i.e. not polygon meshes, sub-divs, or NURBs).

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Maya Animation :: How To Join The Skeleton With Skin

May 15, 2013

I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.

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Maya Animation :: How To Bind Skin For A Character

May 5, 2011

I 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.

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Maya Animation :: Skin Not Following Control Rig Anymore

Mar 11, 2013

couple 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.

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Maya Modeling :: How To Bind Skeleton Of Character To Skin

Jun 29, 2013

I'm just trying to learn the very basics of making a simple character. When I paint on any polygon shape, the same paint stroke is painted on all the polygon shapes of my character. What i've noticed though is if I separate the polygon meshes I can paint on them separately, but then that makes it impossible for me to bind the skeleton of the character to the skin.

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Maya Animation :: Use Same Interactive Skin Capsules For Multiple Characters?

Mar 28, 2013

I'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?

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

Apr 4, 2012

Like 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.

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Maya Animation :: Interactive Skin Binding - Whole Rigging And Skinning Process

Sep 18, 2013

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).

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Mudbox :: How To Paint Weights Across Multiple Objects

Nov 5, 2011

Is there an easy way to paint weights across multiple objects? if I have a body + shirt + armor and want to create a joint and similar weights on all currently I found a very awkward way to do it which is do it on 1 object and manually try and paint weights in a similar way on all others.

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Softimage :: 2012 SAP Envelope Pick Vertex In Paint Weights Mode

Nov 1, 2011

I have noticed on two machines that the SAP of Soft 2012 results on some odd offsets when trying to pick a vertex in paint weights mode. Apply a simple envelope and then go to solo and select vertex to see the offset from where your mouse arrow is and the vertex it highlights. Worked fine until the SAP update.

This has occurred on two separate machines. How/where do we submit a bug report?

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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

Nov 10, 2011

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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Photoshop Elements :: Airbrushing Tool For Skin Corrections?

Nov 19, 2012

does photoshop elements have an airbrushing tool for skin corrections?

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Paint Shop Pro :: Skin Smoothing With X3?

May 26, 2013

I have no problem using the skin smoothing tool with colour images. However, the tool does not appear to work when I want to use it with B&W images.

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