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Home: Autodesk Maya Online Help
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