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How to reconnect soft modifications on a identical mesh?
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  • Total Posts: 1
  • Joined: 27 January 2010 10:51 AM

Hello everybody,

I’m working on a animation with a female model. It’s a simple animation which I did with a couple of soft modification points. After that was done, I created the UV texture in Photoshop. At the point in the animation that the soft modification points deform the mesh the texture goes all crazy.

I know why that is, because the UV is projected and is not stuck on the mesh yet. I’ve worked the wrong way. Next time I will first add the UV texture and then animate the mesh. Now I’m having a duplicate of the model and deleted the history. The UV sticks on that mesh, but the softmodification points are also deleted. So the mesh doesn’t deform anymore.

I’ve tried a lot of ways, but didn’t find the solution yet. That’s why my question is. How do you copy/reconnect the soft modification points on a identical mesh with a sticking UV texture? It’s the same polycount, so I think it’s possible. I’ve tried connecting the soft mods in the new mesh in the Hypergraph, but I didn’t know which atributes I should connect. I also tried to bake a simulation, but Maya says he is calculating, but I can’t see if it is working and how long it would take. I tried to export the animation and import it in a new scene with the history deleted model, but that wasn’t the solution either.

I don’t know if my story is all clear, but this i my goal. I want the animation on a model that has the UV texture sticking on it. What is the best way to get there?



Replies: 1
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So you want the animation from another mesh to affect your new (unrwapped) mesh?

Could you use the previous mesh as an influence object to deform the current mesh?  If not with your improved history set up I’m sure you could add those soft mods again.  Hope you found a solution anyway.

Author: chucker

Replied: 21 November 2011 08:34 PM  
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  • raym4n
  • Posted: 24 November 2011 09:07 AM

This is absolutely possible. 4 simple steps:
Graph the inputs of your mesh.
Find the very first input shape.(Most probably intermediate)
Connect .outMesh of your modified mesh to .inMesh of this shape.
Disconnect them.



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