This tool copies the
skin weights of the selected source skin to the selected destination
skin. For information on how to copy smooth skin weights, see
Copy smooth skin weights.
See also
Copying smooth skin weights.
TipFor best results
when copying smooth skin weights, note the following:
- When copying skin weights using spatial
comparisons the source and destination skins should be positioned
in the same positions in your scene. For example, the skinned meshes
you are copying weights to and from should be located at the same
X, Y, Z coordinate positions. In addition, your source and destination
skins should look similar in size and proportion. For example, copying
the smooth skin weights from one medium sized biped model to another
produces much better results than copying smooth skin weights from
a small biped model to a large biped model.
- When copying skin weights on characters
that are spatially separated or have widely varying scales and proportions,
you should use the UV space association option.
Skin > Edit Smooth
Skin > Copy Skin Weights >
Surface Association
Determines how the source and destination surface
components of the skinned objects correlate to each other.
- Closest point on surface
-
Finds
the closest points between the source and target surfaces and smoothly
interpolates the skin weights at those points. This is the default setting.
- Ray cast
-
Uses a raycasting algorithm to determine
sample points between the two surface meshes. This was the default
smooth association in pre-8.5 versions of Maya.
- Closest component
-
Finds the closest vertex component
(polygons) or control vertex (NURBS) at each sampling point and
uses its skin weight value without interpolation. This was the default
non-smooth association in pre-8.5 versions of Maya.
- UV space
-
Uses the UV texture coordinates for the sampling
of skin weights. Use this setting when the skinned characters vary
widely in scale or proportion. When multiple UV sets exist, the currently
active UV sets are associated.
Influence Association
Determines how the components that influence the
skinned objects (that is, skeleton joints, influence objects, and
so on) correlate between the source and destination objects.
The Influence
Association occurs in a maximum of three iterations in
order to determine the best correlation. You set the Influence
Association type for each iteration from a drop-down
list beside each level. Set the Influence Association type
based on your knowledge of the two skinned objects. As each iteration
is completed, the next iteration continues using its specified Influence
Association type on any remaining joints. If you are
confident that only one or two iterations are required, you can
set the remaining Influence Association levels
to None and they will not be done.
- Closest joint
-
Associates the joints that are in closest proximity
to one another. This is the default setting for the first Influence
Association.
- Closest bone
-
Associates the joints based on the bones
that connect the skeleton’s joints together. This setting is useful
when the source skeleton contains joints that are not present on
the target (for example, a twist joint).
- One to one
-
Associates the joints in situations when
the skinned objects have identical skeleton hierarchies.
- Label
-
Associates the joints based on their pre-defined joint
label. Joint label attributes can be set and edited in the Attribute
Editor.
- Name
-
Associates the joints based on their name.
- None
-
Specifies that no comparison will occur for that level
of Influence Association.