Advanced Pipeline for Maya

From ETC Public Wiki
Revision as of 19:08, 16 October 2011 by Waikayk (talk) (How to save your skin data and making Animation and Texture in parallel)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Overview

This is reserved for those very comfortable with Maya. Do not attempt otherwise.

How to save your skin data and making Animation and Texture in parallel

Creating multiple UV space for Maya

  1. After finishing Modelling, we can create multiple UV Spaces.
  2. Open the UV Texture Editor, clicking "Polygons Menu->Create Empty UV Set." Set current UV set to the one you created by clicking "Set Current UV Set";

Tips: You can use one of the uv set for Rigging and Skinning, leave the other one for Texture Artist unwrapping.

After You got the unwrapped model from your texture artist you have two Choices:

  • Transfer unwrapped UV data to the Rigged Model, by "Mesh->Transfer Attributes"
  • Or you can transfer Skin data to the unwrapped model. It is little trickier. But much more helpful than transferring UV.
  1. Before detaching the skin, we need save our skin data by "Edit Smooth Skin-> Export Skin Weight Maps".
  2. Remember the skin maps will be calculated in model's UV space, make sure using Automatic Mapping before exporting.
  3. Then we can detach the original rigged model and bind with the new one. After that, rename the unwrapped model with original name. The reason for doing this is that those skin data saved on your disk do care about the model's name.
  4. Finally, before importing those skin weight maps, we need to create new Automatic unwrapped UV space again for our new model, to match the UV space we already have,

Tips: This is also helpful when you want to fix modeling problem after you already finished the animation. And you can check the UV data for textures by click "Relationship Editor->Uv linking"