QUOTE(stingray2005 @ 08/25/06, 02:40 AM) [snapback]246122[/snapback]
sounds easy: saving all weight maps (61 soft bind),
bind the (blendshape-ready)
character to the skeleton & load the weight maps - but
at the loading stage - which file should i select? (one of the
61 tiffs or the other weight file) - i selected the weight file,
but theres no change, the binding has still initize setup.
any idea how to solve that problem??
Ha! That's funny..."easy." Sorry, but exporting the weights never works in Maya. I've tried a dozen different ways to do so. But wait, you're not out of luck yet. You can copy the weights from your skinned model to the rebound one. Go back to your file with the correct weights. Select the geometry and rig and then go File->Export Selected. Save as a .ma
Open your file that is ready to have the weights applied to the model. File->Import, select the .ma file you just saved. This imports your model and rig into the scene. Delete the non-deformer history on the mesh you're getting ready to apply the copy to. Select the mesh with the weights and then shift-click and select the mesh you want to copy the weights to. I think the copy skin weights is under the Edit Smooth Skin option under the Skin menu, but I'm not entirely sure because I only have Max
right now. It may however be under Polygon->Transfer, so check out both of those. Copying always works so long as all of the verts are identical and have identical numbering, so that saves you from the frustrating fiasco of repainting weights. This also works for UVs too. I know for sure that that is under the Polygon->transfer menu.