# Script to extract/cut up proxy geom?

**URL:** https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504
**Category:** Maya
**Tags:** rigging-character
**Created:** [January 31, 2011, 10:54pm UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504 "2011-01-31T22:54:58Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![sz200](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/s/839c29/32.png) [@sz200](https://forum.highend3d.com/u/sz200)
#### Post date: [January 31, 2011, 10:54pm UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/1 "2011-01-31T22:54:58Z")

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Hey there,

I was wondering if anyone knew of a script that automates the process of building a proxy rig.&nbsp; Basically, taking the whole process of selecting faces and extracting them to build a low res mesh that you parent to joints.&nbsp; I would think that there must be something out there that somehow calculates, based off of closest joint, how to cut the nearby geometry?

Does anyone know if this is out there?&nbsp; Thanks.

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### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [February 1, 2011, 10:27am UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/2 "2011-02-01T10:27:47Z")

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> > I would think that there must be something out there that somehow calculates, based off of closest joint,  
> > &nbsp; how to cut the nearby geometry?

You can split by joint weighting, ofcourse it only makes sense if you actually bound the mesh first. And yes theres one script teht ive seen to do this.

ITs just not very handy in the end as youd still need to clean things up a wee bit anyway. Its not necceserily the best use fo resouces. Cant remeber the name tough. Its infinitely better to do just the isolation part yourself as you still end up doing a abit of manual work so oits better to isolat ethe step,

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### Author: ![sz200](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/s/839c29/32.png) [@sz200](https://forum.highend3d.com/u/sz200)
#### Post date: [February 1, 2011, 5:52pm UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/3 "2011-02-01T17:52:07Z")

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I see.&nbsp; I agree, it probably wouldn't get you there 100%.&nbsp; I'd love to take a look at the script though and see how it works?&nbsp; You have any ideas where I might find it or what it would be called?&nbsp; No luck finding something myself.

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### Author: ![nowayfra](https://forum.highend3d.com/user_avatar/forum.highend3d.com/nowayfra/32/76_2.png) [@nowayfra](https://forum.highend3d.com/u/nowayfra)
#### Post date: [February 1, 2011, 9:39pm UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/4 "2011-02-01T21:39:44Z")

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Paul Thuriot provides a similar script among some other usefull ones in his Hyperrealistic Rigging dvds, you should have a look.

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### Author: ![n666sty](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/n/0ea827/32.png) [@n666sty](https://forum.highend3d.com/u/n666sty)
#### Post date: [March 21, 2011, 2:41pm UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/5 "2011-03-21T14:41:39Z")

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i would try to combine two scripts..  
firstly a mesh reduction one... like:  
[http://www.pojar.net/ProgressiveMesh/index.html](http://www.pojar.net/ProgressiveMesh/index.html)

followed by a copy weights one like cass\_mass

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### Author: ![asif-raza-changezi--3](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/a/d9b06d/32.png) [@asif-raza-changezi--3](https://forum.highend3d.com/u/asif-raza-changezi--3)
#### Post date: [June 2, 2011, 8:08am UTC](https://forum.highend3d.com/t/script-to-extract-cut-up-proxy-geom/47504/6 "2011-06-02T08:08:23Z")

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try "animation friendly rigging" shelf that has lots of tools .. you'll find one script&nbsp; for this purpose
