ngskin weight maps transferred to blend shapes???

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James Sumner

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Sep 2, 2015, 11:57:13 AM9/2/15
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As the subject and screenshot suggests, my ngskintools weight map now appears on one of my blend shapes. The main geometry only shows its blinn texture, even when I go into paint mode in ngST. The other blend shape has a flat black surface shader. I can "paint" in paint mode on the main geometry but without any visual feedback this isn't very useful.

I've reordered inputs in the Node Editor to get the skin cluster, blend shape, and ngskintools node working together, but I can't seem to find ANY connections that would explain ngskintools overriding the texture on a blend shape.

Any suggestions, or at least a way to salvage my weight painting? Happy to list whatever specs/scene info would be helpful in debugging this.

Thanks,
j!



BTW this snag aside I'm enjoying ngSkinTools IMMENSELY!
screenshot.1575.jpg

viktoras

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Sep 2, 2015, 4:00:44 PM9/2/15
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hm.. that's rather weird.

can you try deleting nodes of type "ngSkinLayerDisplay" from your scene?

from maya import cmds
cmds.delete(cmds.ls(type='ngSkinLayerDisplay'))
This might or might not fix things; the way ngSkinTools work is it looks for this node (which displays ngSkinTools weights) in mesh upstream graph before creating a new instance, and in your case it probably finds it in one of the blend shapes.

If not, we'll need to see how the node network is arranged. usually that node is inserted right before mesh shape itself. Would be a great help if you could find out detail steps how to recreate that in a new scene from scratch.



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James Sumner

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Sep 2, 2015, 5:55:37 PM9/2/15
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Thanks for getting back to me so quick! Deleting ngSkinLayerDisplay removed it from the main geo inputs list, but doesn't change the display. (Neither of the blend shapes showed ngSkinLayerDisplay nodes in their input list).

I ended up saving a backup and running Edit>Delete Custom Nodes. The old weight map display stays on the blend shapes, but I was able to initialize a new ngSkinTools on the main geo and new layer maps show up just fine.

The node layout from the backup file is attached. In the backup file I tried moving the ngSkinLayerDisplay upstream of the blend shapes; this didn't seem to change anything. 

I then moved ngSkinLayerDisplay to right downstream of the skinCluster, just upstream of the geo_Shape. This makes the weight map reappear and work fine on the main geo!

...but the old weight map stays on the blend shape. Weird but not really getting in the way of working I guess?

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viktoras

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Sep 3, 2015, 3:56:07 AM9/3/15
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hm, yeah, I guess exporting/deleting custom nodes/importing weights might give it a proper reset. Can't think of a good reason it would behave this way. NgSkinTools does not assume much about graph layout; custom layer data is attached on a skin cluster directly, and paint nodes are inserted/removed right at the end of deformation chain for a shape. Not a lot more dg manipulation. The only place where graph is traversed is when:

* skin cluster is beeing detected given a selected geometry; you have one in your graph, so that should not be an issue;
* existing colors node is being detected before creating a new one - in our case, we removed them all, so it should be back to normal here.


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