Maya Plugin for in place mirroring of skin weights using UVs.
Mirroring happens in place regardless of how character is currently posed. Requires that your meshes have a symmetrical UV set.
import maya.cmds as mc
mc.mirrorSkinWeightsUV(help=True)
# For each vertex locates the mirrored vertex in UV space copies skinCluster weights to it.
Arguments:
mesh { str } --name of the skinned mesh or (optionally) currently selected mesh.
Keyword Arguments:
tolerance(tol) { number } -- Sets the maximum allowable distance for a matched vertex. (default: 0.01)
threshold(thr) { number } -- Immediately matches a vertex if less than the specified value. (default: 0.000001)
axisOnU(u) { number } -- Sets the mirror uv axis. (default: 0.5)
excludeMatch(exc) { string or list } -- Nodes excluded from mirroring (takes wildcards ie. "JOFace*")
leftPrefix(lp) { str } -- Specify left prefix. (Default: "Left")
rightPrefix(rp) { str } -- Specify right prefix. (Default "Right")
uvSetName(uvs) { str } -- Specify name of uv set. (Default: current uv set)
mirrorInverse(mi) { bool } -- Values are mirrored from high u to low u. Direction is inverted if true.
help(h) { bool } -- Print help.
#
# CMake 3.8.x
# create build dir, cd to it and run (customize for your IDE and Maya)
cmake -G "Visual Studio 14 Win64" -DMAYA_VERSION=2016.5 ../
cmake --build . --conf