
So right now I'm currently not in need of any more help because it seems to be working well for me, but it still would be nice to find out why Maya 2011's FBX exporter doesn't play nice with UDK. But I've found that I can fake sharp edges with my normal maps in place (check the WIP thread). I've narrowed it down to Smoothing Groups in the exporter, because if I turn them off and import into UDK, it turns out fine, but it comes out as some sort of weird balloon animal shape. The biggest problem for me at the moment is when I actually import the mesh into UDK, it comes up like my screenshots posted (lots of bad polys). Also I can't place my bones the way you suggest because the turret doesn't pitch at that point, and it seems to work fine with my current setup. The reason why I don't use rigid skinning is because the FBX importer in UDK doesn't support rigid skins at this time. The bones are nicely weighted and rotate properly. I've been over my weights in the Component editor and everything is fine now, it was due to the fact that I was using GeoDav's video tutorials and transferring knowledge directly because I didn't know at the time that Maya's weighting is a whole different can of beans together.
#Maya geometry x painting weights skin
Once faces are selected, select the joint you want to influence them in the Paint Skin Weights Tool list, then select the opacity and value and hit flood to flood the joint.Hey thanks for the replies. You can now select faces and face loops as usual (select a face, shift double click a neighboring face), even grow and shrink selections (shift + ). Thats called skinning and theres different binding methods that we.
This is incredibly handy if you don’t have a list of joints stored. You can see that its not actually weighted to the geometry yet and thats the last step. The plug-in will automatically skin the mesh to the existing joints. With the plug-in just select the mesh and import the weights.
By default it lets you select vertices, to choose faces RMB>Face With the native command you’d have to identify the joints, reskin the mesh, and hit import weights. Select the Paint Skin Weights Tool and in the tool settings choose Select mode either via the button in the Paint Skin Weights Tool or RMB on the mesh> Select. To anyone who finds this post the process for Select mode is: In character animation you deal with geometry (child, woman, horse etc.) and with joints (the skeleton working. select the smooth skin objects you want to paint. In addition once I selected my faces I tried going back to Paint mode in the Paint Skin Weights Tool to flood the faces which resets the selection. A typical workflow in painting weights(the key task in skinning) is selecting the geometry, switch to paint skin weights tool, select the corresponding joint in. I had some confusion because I was trying to press Q to go back to the select tool to select my faces. Paint select is helpful, but it looks like Select mode was specifically what I was looking for. Also selecting edge rings on the legs, arms and fingers and flooding influence really speeds things up! Hope this helps. I really like working in this mode for weight painting a lot more than using the brush because of the exact control. Now that you have picked what component you want to select you can select the desired faces and the joint you want to affect them and then dial up or down the influence slider in the tool window to flood the affected face with influence from the selected joint. Once in this mode you can choose verts, faces or edges by right clicking on the mesh similar to how you activate different components while modeling. Through doing so it does not remove the values from the pelvis weight. 25 -Right click on the left thumb tip joint, select Select Influence in marking menu -Paint the verts for that joint Fig. If you right click the model when the paint tool is active, then you can select this mode on the radial menu or you can activate the radio button located below the joint list in the tool window for the paint weights. In the Animation menu set, select Skin > Paint Skin Weights Tool >.
The two modes are paint mode and select mode and by default the weight paint tool is set to paint mode. I believe the thing you're looking for is the select mode of the weight painting tool.