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Full Version: Renaming Joints and Capture Layer Paint Issue...
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remlore
Hello!

I had to go back into the skeleton node to rename some joints. Well, because I did this, the CLP node
loses all the weight information (unless I use the STASH obviously with the original joint names).

Is there anyway for me to have the CPL accept the new joint names without losing the original painted weight data?

Thanks!
edward
Leave the old network into the CPL unchanged. Append an Attribute String Edit SOP to it and use it to modify the "boneCapture" POINT attribute with your rename. And then downstream of this, use your new skeleton.
remlore
edward
Attribute String Edit SOP to it and use it to modify the "boneCapture" POINT attribute with your rename

Hello Edward and thanks for the reply!

Okay this makes sense although I'm not quite familiar with the pipeline here...

I put the ASE node before the CPL and rename lowerJaw(renamed joint in the skeleton from point_20 to lowerJaw),
to point_20 (original). The weight information is still here and rig pose (before bone deform) shows the lowerJaw now but
the bone deform is not deforming the mesh now unless i put the same ASE node before the 2nd and 3rd input of the bone deform node. I have the order of things wrong and the ASE is probably not configured correctly.

What is the correct setup?

Thanks!
edward
The ASE needs to be AFTER the CPL and BEFORE the Joint/Bone Deform.
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