I used this tutorial so I can add more joints for the facial rig, (none of the previous joints were altered). After I imported back the skin weights, the weights were all wrong, the arms and stuff were stretching all over the place.
Even though this tutorial was done 9 years ago, the process still works! I am using an old version of Maya (2017). The one thing I’ve found is that whatever mesh you decide to rebind to the skeleton and then import the weight maps, make sure that the mesh has the same name as the mesh that was used when the weights were exported. Otherwise, the old weights maps won’t “attach”.
You saved my day !!! thank you ! I had problems with blendshapes due to a bad manipulation with my meshes history. I was about to detach the skincluster node and connect it back after I set my meshes attributes back to normal. Thank You So Much !
Please make more videos. I just started college and I got maya 2016 for 3 years. But u want to get a heads up on maya before I get modeling and animation classes. I really love your videos. I just found your channel yesterday, I watched some of your vids and practiced with you. But your last vid was 7 months ago. I haven't watched your last vid yet because I'm starting from the first ones that you uploaded. So I could move smoothly with your tutorials. I would like for you to make more vids. I know it's hard to make UA-cam vids but it'd be nice to see you make vids again. You are the best tutor on UA-cam when it comes to maya stuff
+Daly Zee Thanks for the comment. I know I haven't made recent videos as I was working on a game working crazy hours. I will make more videos soon. I have most of my videos organized on my website for better viewing with categories. www.AnimationMethods.com
i know this is kinda off topic but have a issue with my model thats been happening for months now, every time i try to animate it with the IK handles it crashes, i use the 2022 version and i worked so hard on my model, i need it finished by the end of the school year and i really need some advice, i also modeled him backwards on accident, got anyway to fix that? the answer might be in front of me but im being rushed and note; the model i created is my own character and the class hasnt done what im doing yet.(they havent made a custom rig yet) they're only using a model that was given to them by the instructor, i've tried looking for answers on why maya is crashing when i go to animate using my IK handles and i havent found much, and heres the thing, its only doing it for my character, any other rig in the past hasnt done this and im confused as to why
ITS AMAZING .I WORRIED A LOT TO CORRECT MY RIG ORIENTATION. I THOUGHT I HAVE TO DO EVERYTHING FROM THE BEGINNING . YOU SAVED MY MY TIME THANK YOU VERYYYYYYYYYY MUCH.THANS FOR YOUR PROMPT REPLY IN FACEBOOK
hi, animation method, thanks for making great tutorials, I really like the way you teach. but I'm pretty hard to get your book. Can you make a tutorial to make the building? maybe a terraced house or office building from the exterior to the interior, but the buildings are small and not too much furniture for the interior I thought it would be nice.
i tried following the steps shown here / given in the help pages - what i want to do was export the weight map, then apply it to a different model with a different name (but has the exact same topology) - I keep getting the error message "youObjectname" skin does not exist. changing the namespace and the name of the target object didnt help at all. But It worked when I tested it on a simple cube and simple joint chain that were free of namespaces. so the question is - how do I export then import the skin weight map onto another model (different namespace)- that has the exact same structure as the source model (geometry and rig structure)? Thanks!
How do we script the import skin weights command into python? Searches on the ImportSkinWeightMaps api keep leading me to the deformerWeights command - but i keep getting stuck on how correctly importing a .weightMap file (not .XML mind you) syntax should look like. :/ can anyone help?
Great Thanks! Just a heads up for anyone who's doing this! When I reimported my weights I had to reopen my scene file. So Make an new save of you scene and reopen that! (I think it got a bit bugged becuase my imported weights did not look good) Again Thanks a bunch!
Im try to do that. And it doesnt work. I even try to turn off maya and reopen it, then import. But my skin still stretch and messy. What i am doing wrong???
Had a question related to this feature. I have 2 characters with the same geo, one of them with considerably more detail from within Mudbox. I "sort of" got around this by exporting the original character at 20,000 polys and the sculpted character at 20,000 polys. Combined with normal maps for each character, I could set up a blendshape to transition to the modified model flawlessly. This was a good solution to ensuring both characters had the same rigging, face blendshapes, etc. Problem is, I've found trying to paint weights for a 20,000+ poly character to be frustrating at best, and near impossible at the worst. I can however, paint the right weights with the low poly version of the character and get good deformations. Problem then is my higher detail model loses all the fine sculpting if I attempt to export the low poly version of that. So it looks like I'll have to do my rigging with the low poly, export the weight maps, import the denser high quality mesh, and import the weight maps on that. Both models have the same vert order and the same UVs. Do you think this would work?
I'm thinking it should. If it doesn't you can even use the COPY and PASTE feature instead of the Export feature. You can copy/paste the weights from your low poly to your higher poly.
@@AnimationMethods it is skinned (has to be to be able to import skin weights) and deforms but not like the original skinned mesh from where the weights have been exported
AnimationMethods i have the weighted geo selected and i go to export skin weights. Ive tryed with and without going through options and i get the same thing. It just says that it going to creat X amount of maps and then fails. I looked in the files and it looks like it made the skin weight file but theres nothing in the folder, no iff files.
AnimationMethods so i fighured out half of the problem, i tryed to export at school and it worked, though the import didnt go so well. yes i did a smooth bind but it was geodesic voxel, and i dont have any uv set up. do you think this might be causing the problem?
It's not anti-aliasing on the logo. I just used a low res image to create it. It took 30mins. to render a frame so I had to lower the quality. That was before my new beast computer! haha
Hai i am having terrible time in applying skin weights on the character kindly help me out ... I have applied with locked players without locking layers but no significant change same thing happening ...weights dont stay where i place them ...if on side is completely weighted next time after saving if i star applying weights to the other side ... every thng get screwed and back to square one.... plzzz help me in this
That is a bug in the Maya version you're using. I would try and update the service pack or use a different version of Maya. I've had a lot of comments on that.
Optic500 I've been trying to make more tutorials. I'm currently away from home working on a big project game. Soon to be announced. I'll come back soon.
I used this tutorial so I can add more joints for the facial rig, (none of the previous joints were altered). After I imported back the skin weights, the weights were all wrong, the arms and stuff were stretching all over the place.
Even though this tutorial was done 9 years ago, the process still works! I am using an old version of Maya (2017). The one thing I’ve found is that whatever mesh you decide to rebind to the skeleton and then import the weight maps, make sure that the mesh has the same name as the mesh that was used when the weights were exported. Otherwise, the old weights maps won’t “attach”.
It's been years since I bought Rig a Ninja, and yet I keep finding excellent and helpful advice in these videos! Thank you so much!
It's really interesting trick. Once again, I am convinced that Maya anything is possible and there are all different variants work to be done.
Best tuts in the industry! Keep it up Dave! :)
Thanks mang :)
You saved my day !!! thank you ! I had problems with blendshapes due to a bad manipulation with my meshes history. I was about to detach the skincluster node and connect it back after I set my meshes attributes back to normal. Thank You So Much !
Please make more videos. I just started college and I got maya 2016 for 3 years. But u want to get a heads up on maya before I get modeling and animation classes. I really love your videos. I just found your channel yesterday, I watched some of your vids and practiced with you. But your last vid was 7 months ago. I haven't watched your last vid yet because I'm starting from the first ones that you uploaded. So I could move smoothly with your tutorials. I would like for you to make more vids. I know it's hard to make UA-cam vids but it'd be nice to see you make vids again. You are the best tutor on UA-cam when it comes to maya stuff
+Daly Zee Thanks for the comment. I know I haven't made recent videos as I was working on a game working crazy hours. I will make more videos soon. I have most of my videos organized on my website for better viewing with categories. www.AnimationMethods.com
thank god for the vid these tiny things are easy to forget in a sea of option and settings
Finally I know how to use this. It never worked for me. Thank you!
i know this is kinda off topic but have a issue with my model thats been happening for months now, every time i try to animate it with the IK handles it crashes, i use the 2022 version and i worked so hard on my model, i need it finished by the end of the school year and i really need some advice, i also modeled him backwards on accident, got anyway to fix that? the answer might be in front of me but im being rushed and note; the model i created is my own character and the class hasnt done what im doing yet.(they havent made a custom rig yet) they're only using a model that was given to them by the instructor, i've tried looking for answers on why maya is crashing when i go to animate using my IK handles and i havent found much, and heres the thing, its only doing it for my character, any other rig in the past hasnt done this and im confused as to why
what happen if animation is already applied to model and reimported skin weights, don't animations become lost?
@animationmethods How would one go about saving a unified map? I need to extract them from full body characters for softbody physics
ITS AMAZING .I WORRIED A LOT TO CORRECT MY RIG ORIENTATION. I THOUGHT I HAVE TO DO EVERYTHING FROM THE BEGINNING . YOU SAVED MY MY TIME THANK YOU VERYYYYYYYYYY MUCH.THANS FOR YOUR PROMPT REPLY IN FACEBOOK
Glad I could help. You can also find me on Facebook.com/animationmethods I usually reply faster from Facebook.
hi, animation method, thanks for making great tutorials, I really like the way you teach. but I'm pretty hard to get your book.
Can you make a tutorial to make the building? maybe a terraced house or office building
from the exterior to the interior, but the buildings are small and not too much furniture for the interior
I thought it would be nice.
I'm working on a modeling building tutorial. Make sure you follow us on Facebook as well to see when our next video comes out.
is it true? yeyeye .. :)
many thanks
i can not wait
btw, I've followed the animation method on facebook :)
i tried following the steps shown here / given in the help pages - what i want to do was export the weight map, then apply it to a different model with a different name (but has the exact same topology) - I keep getting the error message "youObjectname" skin does not exist.
changing the namespace and the name of the target object didnt help at all.
But It worked when I tested it on a simple cube and simple joint chain that were free of namespaces.
so the question is - how do I export then import the skin weight map onto another model (different namespace)- that has the exact same structure as the source model (geometry and rig structure)? Thanks!
Thanks! quick and to the point, as usual. You're the man.
great! but for multi-uv set? greetings from Lima-Peru
i need to seriously buy your books lol
How do we script the import skin weights command into python? Searches on the ImportSkinWeightMaps api keep leading me to the deformerWeights command - but i keep getting stuck on how correctly importing a .weightMap file (not .XML mind you) syntax should look like. :/
can anyone help?
Sorry, I'm not familiar with scripting.
Hey, great tutorial! Does this also work if you want to add new bones to the rig but already painted weights?
Yes. But you will obviously have to paint new weights to the new bone you add, but it should keep everything else working the same :)
AnimationMethods That's good to know, thanks a lot! :D
Great Thanks! Just a heads up for anyone who's doing this! When I reimported my weights I had to reopen my scene file. So Make an new save of you scene and reopen that! (I think it got a bit bugged becuase my imported weights did not look good) Again Thanks a bunch!
Im try to do that. And it doesnt work. I even try to turn off maya and reopen it, then import. But my skin still stretch and messy. What i am doing wrong???
You are such a hero to me. ;-; Thank you for saving me so much time...
:D I'm glad I can help you. Thanks for checking out the tutorial as well. If you need help I'm always answering questions on my facebook as well.
Had a question related to this feature. I have 2 characters with the same geo, one of them with considerably more detail from within Mudbox. I "sort of" got around this by exporting the original character at 20,000 polys and the sculpted character at 20,000 polys. Combined with normal maps for each character, I could set up a blendshape to transition to the modified model flawlessly. This was a good solution to ensuring both characters had the same rigging, face blendshapes, etc. Problem is, I've found trying to paint weights for a 20,000+ poly character to be frustrating at best, and near impossible at the worst. I can however, paint the right weights with the low poly version of the character and get good deformations. Problem then is my higher detail model loses all the fine sculpting if I attempt to export the low poly version of that.
So it looks like I'll have to do my rigging with the low poly, export the weight maps, import the denser high quality mesh, and import the weight maps on that. Both models have the same vert order and the same UVs. Do you think this would work?
I'm thinking it should. If it doesn't you can even use the COPY and PASTE feature instead of the Export feature. You can copy/paste the weights from your low poly to your higher poly.
I like Deform--->Export Weights/Import Weights. It tends to work when this doesn't.
maya really does play by its own rules
Saved me so much time! Thanks
Danielle Rainey :)
The skinCluster does not deform the selected component(s)
How do I solve this? Thanks!
Stex 9th Impact its skinned but doesn’t deform the mesh?
@@AnimationMethods it is skinned (has to be to be able to import skin weights) and deforms but not like the original skinned mesh from where the weights have been exported
exportSkinMap.mel line 287: Failed to export the attribute map
I keep getting an error saying "Failed to export the attribute map." Do you know what might be causing this?
What are you doing in Maya when this happens?
AnimationMethods i have the weighted geo selected and i go to export skin weights. Ive tryed with and without going through options and i get the same thing. It just says that it going to creat X amount of maps and then fails. I looked in the files and it looks like it made the skin weight file but theres nothing in the folder, no iff files.
LegendDragon Did you do a smooth bind and painted weights on your mesh you're trying to export?
AnimationMethods
so i fighured out half of the problem, i tryed to export at school and it worked, though the import didnt go so well. yes i did a smooth bind but it was geodesic voxel, and i dont have any uv set up. do you think this might be causing the problem?
You need to select the Root joint and the mesh to reimport.
Thank you very much
!!!!!! U Really Awesome!!! Thanks for ur videos! =)
OH MY GOD THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Glad it helped you.
Great stuff!
I would be weary of the anti-aliasing in your logo intro. It seems a bit jagged and out of focus at first.
It's not anti-aliasing on the logo. I just used a low res image to create it. It took 30mins. to render a frame so I had to lower the quality. That was before my new beast computer! haha
you forgot to show your Option Box for your tools......
Not working this method.
Thank you man. this help me a lot. :)
Thank's a lot... it's help to me....
I know it's just mesh, but there is something eerie about you just playing with a severed human arm.
+Shyron Tomadon lol. I don't think about it as an arm. Just mesh, as you said.
Lol I'm just weird. Thanks for the video though, it saved my ass.
Hai i am having terrible time in applying skin weights on the character kindly help me out ... I have applied with locked players without locking layers but no significant change same thing happening ...weights dont stay where i place them ...if on side is completely weighted next time after saving if i star applying weights to the other side ... every thng get screwed and back to square one.... plzzz help me in this
That is a bug in the Maya version you're using. I would try and update the service pack or use a different version of Maya. I've had a lot of comments on that.
Please come back, your tutorials are the most easy to understand in Maya especially the character modelling.
Optic500 I've been trying to make more tutorials. I'm currently away from home working on a big project game. Soon to be announced. I'll come back soon.
Guess it need to be unwrapped?
+Isaac Walker Yes it needs to be unwrapped.
thanks! great vid btw. very helpful.
nice explain ........SUBSCRIBE
Thanks. Here to help.
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