I was not expecting this tutorial to be worth anything....but it fixed an issue I was having for weeks! Following her tutorial I found that the weights were still janky but I switched the mapping method to nearest and it worked!
THANK YOU! You are a lifesaver! I'm in finals, with not a lot of time left until my assignment is due, and I just found out a few minutes ago that I somehow worked for hours painting weights on a skin cluster without one of the joints bound! I wasn't taught how to do this in school, so thank you so much for saving me a huge amount of time (and quite possibly my grade)!
I was SO skeptical of what I was going to find while clicking on this video, but you got my attention hooked right at the start when you say "don't use the classic export weight Maps, because it's a goddamn useless button that should be removed asap, follow me instead fellow 3D companion I'll show you the right way to success". I mean, thank you.
Thank you so much, This has helped so much. Maya having 4 different ways to copy skin weights, export skin weights all in the Skin Menu. Yet the solution was in a completely different menu being Deform and riiiiiight at the bottom!!!! I thank you again because you have found something that even Autodesks stupid forums wouldn't find me this solution.
Laughing hard at 1.21 - "Please try not to use this one because this one doesn't really work so well". Very good description of Maya as a whole... - Anyway, thank you for trying to apply a bit of sanity to the mess called Maya rigging. Incidently this method is basically the same as in Softimage XSI, albeit in XSI it is standard documented workflow and to boot, most often not necessary, since modeling changes are simple and easily possible on rigged and animated characters through the construction mode system...
Great tutorial, I never knew about the Deform > Export/Import Weights option, in all my time searching for options I only found the export Maps option which never worked for me so I avoided it. I had relied on the Dora SkinWeights script which works, but takes ages to export/import. Again, I appreciate you sharing the knowledge.
This was a great help, thanks!! 🙏If you're new to Maya like I was, you might have missed a couple of things Mingjie covered really quickly. It was mentioned though. I wasn't sure how the skin cluster was actually selected before adding to the Node Editor. After selecting the character mesh, I was able to select it in the ChannelBox/LayerEditor. I'm curious how it was selected that other way in this vid. Then there's a button under Options with a little plus sign in it (after clearing the graph with the button to the left of the add selected button, just happens super fast in the vid so I figured I'd mention it). To show input and output connections hit the double > > looking button under Bookmarks. I think you do want to save this selection or it'll blow up when trying this method like it did for me.
Hi, first of all, thanks for sharing, it's great content. And the moment I hear your voice, I can almost tell that you are Chinese from your accent. Your voice is good btw. And according to your video, I think your conduction means after exporting the skin weight map once we need to re-rig the mesh by "Select Hierarchy and rig it from selected joints" way and then import the skin weight map. Last but not least we need to make sure all joints related are selected, no more no less. I have tested it through this way and it seems to work as expected. Kind of a weird bug that Maya couldn't read the hierarchy after rigging the hierarchy way. we seems to have to tell Maya what joints we did use to rig the mesh. How did you...I mean you r awesome to have found the solution. Congrats.
OMG..THANKS U SO MUCH!!!! i had avoided trying to mix this issue on my creature for a year !(should be a button to send flowers or chocolates or something ^_^)
Hi I have Maya LT and I can't find in deform tab export or import weight paint option, is it possible that they just moved it somewhere else or it's not in LT version of Maya ?
nice video keep up the good work, i want to ask is it possible to export skin weight from a model to a totally different shaped one?or does it needs to be the same model. thanks.
modfreaks hello there, sorry for this very late reply. The method above can’t be applied to a new mesh, because the xml file exported has the unique verts and weight info. A new mesh won’t have the same verts info as the one we export the weight from. However, I think the export weight option under the skin menu, may work in this case since it records the influence as an image. It may have flaws too. Hope it helps.
I was not expecting this tutorial to be worth anything....but it fixed an issue I was having for weeks! Following her tutorial I found that the weights were still janky but I switched the mapping method to nearest and it worked!
THANK YOU! You are a lifesaver! I'm in finals, with not a lot of time left until my assignment is due, and I just found out a few minutes ago that I somehow worked for hours painting weights on a skin cluster without one of the joints bound! I wasn't taught how to do this in school, so thank you so much for saving me a huge amount of time (and quite possibly my grade)!
I was SO skeptical of what I was going to find while clicking on this video, but you got my attention hooked right at the start when you say "don't use the classic export weight Maps, because it's a goddamn useless button that should be removed asap, follow me instead fellow 3D companion I'll show you the right way to success".
I mean, thank you.
Thank you so much, This has helped so much. Maya having 4 different ways to copy skin weights, export skin weights all in the Skin Menu. Yet the solution was in a completely different menu being Deform and riiiiiight at the bottom!!!! I thank you again because you have found something that even Autodesks stupid forums wouldn't find me this solution.
Laughing hard at 1.21 - "Please try not to use this one because this one doesn't really work so well". Very good description of Maya as a whole... - Anyway, thank you for trying to apply a bit of sanity to the mess called Maya rigging. Incidently this method is basically the same as in Softimage XSI, albeit in XSI it is standard documented workflow and to boot, most often not necessary, since modeling changes are simple and easily possible on rigged and animated characters through the construction mode system...
Great tutorial, I never knew about the Deform > Export/Import Weights option, in all my time searching for options I only found the export Maps option which never worked for me so I avoided it. I had relied on the Dora SkinWeights script which works, but takes ages to export/import. Again, I appreciate you sharing the knowledge.
This was a great help, thanks!! 🙏If you're new to Maya like I was, you might have missed a couple of things Mingjie covered really quickly. It was mentioned though.
I wasn't sure how the skin cluster was actually selected before adding to the Node Editor. After selecting the character mesh, I was able to select it in the ChannelBox/LayerEditor. I'm curious how it was selected that other way in this vid. Then there's a button under Options with a little plus sign in it (after clearing the graph with the button to the left of the add selected button, just happens super fast in the vid so I figured I'd mention it). To show input and output connections hit the double > > looking button under Bookmarks. I think you do want to save this selection or it'll blow up when trying this method like it did for me.
Thank you very much. Helped me even in 2021.
Thank you, you just saved me weeks of work
so thankyou for the tutorial! weighting is the most difficult part in modeling ㅠㅠ
I love you, you saved my life girl!! Genius!
man i was having problems on importing skin weight , this helped me alot thanks
Thank you so much you saved me, my teacher showed a different approach but it was too complicated for my dumb brain
10/10, Excellent, Awesome, and Brilliant.
Thanks a lot, this saved me!
Thank you darling. You are a blessing
thanks to you my report card went from F to A!
Thanks! I learnt something new.
Thank ou so much! Your Video saved my work!
Thank you so much, You have saved me so much time
Great Job ! Thank you. Subscribed .
Thank you Mingjie! Loves from Malaysia!
you saved my life, thank you
You helped me! Many thanks!
thank you for this video, you are a G!!!!!!!!!!!!!!!!!
This worked, thanks a lot :)
Thanks a lot! Great tutorial! :)
Thank You and God blessed for your knowledge and safety : )
loving you right now. thanks a lot :) awesome tutorial
thenim 0626 thank you for watching 👍👍
Hi, first of all, thanks for sharing, it's great content. And the moment I hear your voice, I can almost tell that you are Chinese from your accent. Your voice is good btw. And according to your video, I think your conduction means after exporting the skin weight map once we need to re-rig the mesh by "Select Hierarchy and rig it from selected joints" way and then import the skin weight map. Last but not least we need to make sure all joints related are selected, no more no less. I have tested it through this way and it seems to work as expected. Kind of a weird bug that Maya couldn't read the hierarchy after rigging the hierarchy way. we seems to have to tell Maya what joints we did use to rig the mesh. How did you...I mean you r awesome to have found the solution. Congrats.
Thanks for the tutorial, very helpful!
Thanks a loooot! /o/
I was using Skin > Export/Import Weight but wasn't really doing it!
Thank you so much, you just saved my life! (or close to...)
Thanks so much! You are a life saver :)
You are my savior
I freaking love you, thanks so much!
OMG..THANKS U SO MUCH!!!! i had avoided trying to mix this issue on my creature for a year !(should be a button to send flowers or chocolates or something ^_^)
thank you very much buddy.
Amazing! Thank you so much for that one!
Thanks, I love you
Thank you very much😀
Thank you very much...you helped me! :)
YOU SAVED ME
Thank you for this tutorial, it works for me. + Gained a new sub :D
Hi I have Maya LT and I can't find in deform tab export or import weight paint option, is it possible that they just moved it somewhere else or it's not in LT version of Maya ?
Thanks for the tutorial. After all these years... why do they not say one is deprecated, because the option under Skin doesn't ever work properly.
Thank you A LOT !!
You saved me!
Thank you ......Muito obrigado pela ajuda !
helps a lot! thank you
Thank you Mingjie :))))
i did but the skin weight messed up .
thank you so much!!!finally fixed it
Bella young 👍👍you’re welcome
thanks well i like your voice have a nice day random stranger ^_
Thank you so much!! Life safer
THANK YOU
you have my thanks
Just a question, how i get skin cluster?
Thank you!
nice video keep up the good work, i want to ask is it possible to export skin weight from a model to a totally different shaped one?or does it needs to be the same model. thanks.
modfreaks hello there, sorry for this very late reply. The method above can’t be applied to a new mesh, because the xml file exported has the unique verts and weight info. A new mesh won’t have the same verts info as the one we export the weight from. However, I think the export weight option under the skin menu, may work in this case since it records the influence as an image. It may have flaws too. Hope it helps.
thank you for your reply. yes i had to learn it the hard way XD non the less keep up the good work.
Thanks a lot!!!
what a lovely sound ...i love u
Thx!
you save my fucking life
hi, are you vietnamese?
love you
whats that thing on the left on 6:20 ?
that's a Rig of a hand.
Brenn H D Rose 😐
I'll give this a try later :)
Your accent btw, from China?
Please dont hide your mouse :D
THANKS SO MUCH!!