Adverti horiz upsell

Slap on Auto Rigging for Body and Face 4.0.1 for Maya (maya script)

A 15 minute setup to Rig any Bipedal character's face and body

(qty: 1)

  • Check 16 Future Updates Included
  • Check 16 Highend3d Quality Checked
  • Check 16 Purchase Guarantee
  • Check 16 Support Included


  • 2013

Operating Systems

  • Linux
  • Mac
  • Windows


Last Modified:10/02/2018
File Size: 14.1 MB


Weights wrong on Unity export

Submitted by: refelix refelix
Hi there,

When exporting clicking the Unity button I am finding that the weights are not being transfered from the animation rig to the ugrp rig properly. I don't want to have to reskin everytime I export an animation.

Please advise 

Replies to this question:

  • refelix

    refelix said about 9 years ago:

    Is it baking out a skin weights map to transfer them between rigs? I cannot figure out why the weighting is changing between rigs. UV's are not overlapping for a weight map....
  • badmanjam

    badmanjam said about 9 years ago:

    Hi refelix I noticed you posted this on 2 different threads, do you mind deleting the other one and we can continue down this one? thank you I have to admit, I haven't had this issue before. The technique used, is using the copySkinWeights command. The full flags are: copySkinWeights -noMirror -surfaceAssociation closestPoint -influenceAssociation closestJoint These are the flags I found works the best for the meshes I tried it on. Can you maybe send me an image of your problem? Cheers
  • refelix

    refelix said about 9 years ago:

    Hi there, To be honest dude It's no doubt the characters I'm having to rig. With 3/4 skin clusters it would no doubt be fine. But i'm working on an indie project that requires ALOT of character rigs and chose your rig as it was really good, fast and was going to save me months of time. It has elements that require flood weighting (like a ridgid bind) and smooth binds. With about 50 different objects being skinned to the rig. I'm finding that the weights just go crazy on unity export. clothing geo getting skinned to face rig bones and weighting being transferred in a few objects but others it's just getting blended (the flooded parts). This is no doubt down to maya's copy skin weights feature and not your script. Your script has still saved me an epic amount of time already even if I do need to skin again after unity export. However if you have any advice on transferring weight from the animation rig to the unity export rig that may suit my situation I would be very grateful. :) Unfortunately I cannot post pictures of the rigs as I have signed a NDA. Thanks mate
  • Replyindent

    badmanjam said almost 9 years ago:

    Firstly , Let me apologise for replying so late. I really don't know a better technique to transfer the weights from one character to the next other than the copy weights command. I will research. Would be great if you find a solution.
  • refelix

    refelix said about 9 years ago:

    Maybe an additional script that would somehow autounwrap all objects onto a 2nd UV channel in the skinning geo grp, then generate weight maps that would work on the unity rig. (changing bone names / matching skin clusters to be applicable). However easy for me to say, no doubt not so easy to do. (I'm a generalist in my day job not a full blown Maya TD).
  • badmanjam

    badmanjam said almost 9 years ago:

    can you not import your skin weights after you clicked the Unity button? or try comet cartoon's skin weight solution. I wish I could see the screenshots or come over and help you work on it. Seems like a solution is just around the corner. :/

Post a reply: