Importing to a character
in another scene
After you export the
weight maps, you can import them to a smooth-skinned surface in
another scene so that its skin deforms the same as the first surface. The
surface in the second scene must have the same UV orientation as
the original surface, but it can differ from the original as follows:
- It can be scaled differently but must
be proportioned similarly in regions of significant deformation,
typically around joints.
- It can have a different number of spans
and sections.
- It can have a different world space position.
Importing back to the original
character
You can also import the
maps back to the original surface. Examples of how this is useful
follow:
- If you are roughly satisfied with the
skin weights for a surface but want to experiment with different
weights to enhance the look, you can export the maps to have a backup
of the satisfactory version.
- If you apply an influence object to the
surface, Maya alters the weights of the smooth skinning in the region
of the influence object, sometimes with undesirable results. To
avoid this situation, you can export the maps, add the influence
object, import the maps to the surface again, then paint weights
near the influence object. This avoids the unintended automatic weight
alterations.