Hi!
I am attempting to extract the vertex weights and, more specifically, bone bindings from an input mesh and input rig, similar to the Houdini FBX import. I was curious if this is currently possible using HEngine in Maya?
Thanks in advance for any help!
Skin weights and connectivity from Maya...
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- NeilNafus
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- awong
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- awong
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Hm, just off the top of my head, it's hard to tell. If the plugin simply passes the skin weight as an attribute into Houdini Engine, and doesn't actually perform the skin deformation on Houdini Engine side, it may be quite possible. But without the bone information, I'm not sure how useful this would be.
For outputting back into Maya, it's more tricky. Assuming the bones already exist in the scene, the plugin would have to setup skinning with the output weights. I guess this might be possible? The workflow would seem a bit messy though.
For outputting back into Maya, it's more tricky. Assuming the bones already exist in the scene, the plugin would have to setup skinning with the output weights. I guess this might be possible? The workflow would seem a bit messy though.
Andrew / アンドリュー
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- DaiXiaonan
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