Help With Skin Weight Maps

Hi,

I am trying to import skinning maps that I exported from my rig, and its not working correctly. My model is in 3 parts, the body, and the shoes. So far I skin weight painted from the ball of the foot, ankle, knee and hip and mirrored it to the other leg and put them on "hold". I then wanted to do the hand and arm, and realized that I didn't like the position of some of the finger joints, so I wanted to fix this, so I exported the skin weights as skin weight maps, with a higher resolution then I probably need. Then I unbinded the mesh, with delete history on, re-positioned the finger joints, did a smooth bind, then imported my skin maps. After Maya rebuilds the my geometry, I move some joints to test it, and there are no weights any ware except the shoes (which are not the weights I painted). So the skeleton doesn't move any of the limbs except where the joints in the shoe, also sometimes there is some weighting in the head as well, and if I select the root joint, the mesh does move with the skeleton. I don't know why this is happening, can anyone help?

J3llo,

Did you put back the hold on the joint weights before importing the maps?

I dont know what your work flow is like so first Ill say did you set up you UVs properly. You need good UVs for Skin Weight maps to work. They also cant change during Importing and Exporting.

If your using a Wrap Deformer try out Pelting Tools Maya loves it.

You also need to make sure that your Max influences are the same as before.

You also have to make sure you select the joints same way, basically mimicking exactly how you bound the GEO the first time.

Set the export value to Luminance

crank up the map size to +500

and try Tiff instead of Iff