View Full Version : editing rigged char.
How do i edit a character (polygon modeled) that is already rigged and skinned? I don't want to unbind the skin, b/c i don't want to go back and redo all the weighting.
What should i do?
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svenip
08-04-2002, 10:02 PM
it depends how much you wanna edit. if you just wanna move some vertex it's no big deal with smooth bind. you can export your weights, detach skin and after editing import the weights again. it's fast and no big deal. but if you wanna add detail this doesn't work really. :hmm:
and how do you export the skin to save it?
svenip
08-04-2002, 10:45 PM
look into the skin-edit smooth skin-export/import
bigfatMELon
08-05-2002, 01:50 AM
Two alternatives to Alias' weight map export:
-Big Idea Productions' saveWeights.mel, which often goes much faster and doesn't rely on maps or UVs. It may or may not do a better job. This is what I use the most.
-save a copy of the original bound mesh and make your changes to a duplicate. When done, bind the newly edited mesh and use the Copy Weights command to copy the weight from the original to the new one. Coopy Weights doesn't rely on vertex count and position, but instead, relies on jont position and orientation. So, make sure the two skeletons are a dead on match before you attempt the transfer.
-jl
bentllama
08-05-2002, 08:58 AM
I personally use Big Idea Productions' saveWeights.mel...
...it has saved me many times! :)
Why do i copy the mesh again?
Do i have to copy the skeleton over also?
bigfatMELon
08-06-2002, 03:40 AM
You duplicate it in order to preserve the weights on the original mesh.
Yes, you need to keep the joints, mesh and skin cluster intact on the old mesh. Sometimes that just means saving a copy, making the change, importing the copied file and then copying the weights.
I've used this extensively (the SWAT:UJ pipeline depended on it) to copy weights among dissimilar meshes a such as LODs.
-jl
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