Stumbling Toward 'Awesomeness'

A Technical Art Blog

Tuesday, October 25, 2016

Skin Save/Load Tool


Some had asked me to package the previous code together into a tool. I was reluctant because there were many situations where it just didn’t work. I made something to aid a discussion on the beta forum.

However, accidentally, I seem to have the code working. It’s odd, but the solution to skinClusters not being paintable after deformerWeights was used to load them was to try and make another skinCluster (which errors, but fixes the Artisan issue).

I have tossed this on GitHub here:


posted by Chris at 10:46 AM  


  1. Hi

    I stumbled across your page and script to import and export weight maps in Maya and thought I’d give it a go. The .py file seems to be an HTML document in disguise though! Am I doing something wrong? Would appreciate some guidance if not, could you shoot me an email at the address provided?

    Thanks, and also much appreciate you taking the time to write then publish the script in the first place.

    Comment by Nick — 2016/11/02 @ 7:41 PM

  2. Hi Chris,
    Thanks very much for posting this. I was a bit late to the party noticing it but having some way to handle exporting and importing lots of skinned meshes data is just what I need right now.

    Are you using it to store the skin data for each mesh in one xml file which you parse back in or are you exporting a single xml per object. Currently I’m having the best results with a single mesh per xml file, if I import the weights for multiple meshes at once it tries to import the weights for all the joints in the xml to all the meshes whether or not they have those joints in the skin cluster which is causing some errors.

    Comment by Toby Rutter — 2017/07/05 @ 11:26 AM

  3. It says it can store multiple skinCLusters per file, but I was unable to get that working (multiple deformers). Maybe in newer versions. I will post a better solution to these weights issues.

    Comment by Chris — 2017/07/05 @ 11:13 PM

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