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 Remove unused influences from a smooth skinned surface

Edit smooth skinning

Import weights
 
                
               
             
             
            
            Export weights
          
       
       
       
       
      Skin
         weight maps are exported based on the current UVs of the selected object.
         Skin weight mapping is relative to the UV parameterization of the skinned
         geometry.
      
      If you want to export skin weights, it is best
         to assign UVs to your skinned geometry. If your skinned geometry
         does not have UVs, the results of the export may (depending on the
         complexity of the skinned geometry) be undesirable. If your skinned
         geometry has assigned UVs, and there is overlap in the UVs, then
         the results of the export may be undesirable in the areas of overlap.
      
      For information on creating UVs for polygonal
         or subdivision surfaces, see 
                  Mapping UVs.
      
      NoteIf you want to transfer skin weights based
            on spatial location and not UVs, then use 
Copy Skin Weights.
            With 
Copy Skin Weights, your source
            and target skinned geometry do not need to have the same UVs.
            
See 
                        Copy smooth skin weights.
            
          
      To
         export weight maps
      
      
         - Select
            the skin object or objects. If objects are parented or grouped,
            select each object individually. 
         
- Select 
                     Skin > Edit Smooth Skin > Export Skin Weight Maps >  . .
- Set
            the following options and click Export. In
            most applications, only the Map Size X and Y options
            are useful. The other options are useful if you plan to use specialized
            map editing techniques. Most users use the default option settings.
         
- In
            the Write file browser that appears,
            specify a path and name for a folder (or directory) that will be
            created to hold the map files. By default, Maya puts the folder
            name you specify under the sourceimages folder of your current
            project. Click the Write button in the file browser
            after you enter the name for the folder.
         
- Maya
            lists how many maps will be written to disk, and prompts whether you
            want to proceed.
         
- Click Yes.
         
	jackie_back_root.iff
      	jackie_jaw.iff
      	jackie_left_ankle.iff