Stumbling Toward 'Awesomeness'

A Technical Art Blog

Monday, August 25, 2014

Maya 2015: Poly Combine Skinned Meshes?

At Crytek, we have a plugin to preserve skinning on hacking up and uniting meshes, based on this old post here. It’s released in the Tools folder of CryENGINE if you grabbed the engine on Steam. Imagine my surprise when I saw this option in Maya 2015:


It fires off a new polyUnite command called polyUniteSkinned [Maya 2015 Docs], which can merge skinned meshes? Has anyone gotten this to work? It doesn’t seem to work properly through the UI, passes ‘name’ as a flag and fails as they removed that flag. (seriously) But it seems to work in simple situations, as shown here, it didn’t work attaching a face to a body, but at least it shows ADSK is moving in the right direction!


posted by Chris at 12:42 AM  


  1. Yeah it seems to work for me – in my limited testing with it.

    I’m just running the command (polyUniteSkinned([constructionHistory=boolean], [mergeUVSets=int]), on Windows, Maya SP3.

    What do you mean by borked? 🙂

    Comment by Geoff — 2014/08/25 @ 1:34 AM

  2. Maybe it preserves skinning on one OBJ, but doesn’t combine skinning from two. That could be it.

    Comment by admin — 2014/08/25 @ 1:41 AM

  3. It seems to be combining the skinning from multiple meshes for me? :/

    Comment by Geoff — 2014/08/25 @ 2:45 AM

  4. Ok, well I took a head rig and merged the head mesh, merged the skeleton, and with our plugin it worked, but with the merge meshes, it didn’t crash, but it didn’t work. The face got all it’s weights borked.

    Comment by admin — 2014/08/25 @ 3:23 AM

  5. No luck here, either. “Expected a skinCluster deformer or a deformed shape. Found ‘Model1Shape’ instead.”

    Comment by Glenn — 2014/09/21 @ 8:22 PM

  6. I’m not able to get this working either but for different reason.

    When I select my meshes and run it, or use the tool I get:
    # Error: line 1: RuntimeError: file line 5: No skinning found to apply to the combined mesh. #

    I’m a n00b to maya but I believe I have skinned these meshes to the bone as I have done “cmds.bindSkin(tsb=True)” and I have a cluster attribute?

    Any idea why this might be erroring out?

    Comment by Jesse — 2015/04/27 @ 1:03 AM

  7. Ah I was using bindSkin instead of skinCluster, I guess bindSkin isn’t recognized as skinned.

    Comment by Jesse — 2015/04/28 @ 12:29 AM

  8. So what’s interesting about the polyUnite command is that it will change based on the Combine Skinning option checked. I believe this is likely a bug though. Anyone have tips on how to turn off the combine skinning options in script or a preferences file somewhere?

    Comment by Randall Hess — 2015/05/27 @ 3:40 PM

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