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Deformer Weights Import Exporter 1.0.0 for Maya (maya script)

Easy export/Import weights of deformers

License
Button download
480 Downloads

Compatibility

  • 2015, 2014, 2013, 2012

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:03/31/2015
Last Modified:04/21/2015
File Size: 474 KB

Feature Request

A cool addition to be able to mirror skin weights!

Status:pending
Date:09/08/2016
Submitted by:filmico filmico
Hi Pritish Dogra!!! Your script saved me again but, I need to ask you for a minor fix that will save others on special situations.. Today I was trying to mirror the right side weights of one foot to the other side. As the foot model on both sides was crossing the Y/Z plane, it was almost impossible to use any tool out there to perform a good mirror of the weights... I end up exporting the right foot weights with your script and performed a search and replace on the xml files to replace the names of the joints to point to the ones at the other side. I was also in need to change the skin cluster name and the most complex part, was to invert the sign on the X coordinates of each vertex to point to the exact oposite position in X. Will be great to have an extension of your tool and be able to write the name of the skin cluster to be used at the import stage. A search and replace box to be able to specify the interchange word (E.G. for r_hand and l_hand.... will be great to write Original name r_* destination name _l* ) and a check box to specify if we need to invert X/Y/Z points world space position. Hope this makes sense to you! That changes will make this a really unique and great tool!! Thanks a again for your great development!

Comments on this feature request:

  • filmico

    filmico said over 8 years ago:

    I forgot to mention that the skin cluster name at the import stage is really important to be able to export the skinning, detach the skin weight, change the rigg, bind skin again and import back the old skinning weights ;) I'm still figuring out why is necesarry to have the same vertex ID number on both meshes if you already have each vertex world space position on the xml file. cheers.
  • Pritish Dogra

    Pritish Dogra said about 8 years ago:

    Thanks for that. I will try and keep the name of the skinCluster for the next release This was just my attempt of developing a tool which addresses a lot of weight import and exporting. As I find more use case, I will definately look into more robust tool as per your suggestion Thank you for trying it out

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