View Full Version : Rigging: Deformer: How to animate an additional mesh without skin weighting

03 March 2012, 08:30 AM
Hi guys,

Is it possible in XSI to have a mesh moved without binding it onto a skeletal system by using skeletal system ?

OK.. I could not explain it enough.. Here is the situation...

We have a pre-rigged character in XSI.

I was asked to create a mummy version of it.

So I had to add that fabric wrapping thing onto my character.

I do not want to paint skin weights on that one.

I want my skinned mesh to control the new mesh's animations.

I need your help.

Best Regards;


03 March 2012, 10:25 AM
You could GATOR the envelope weights from the other mesh.

03 March 2012, 10:45 AM
Thanks Juhani

But Shouldn't I have the same identical meshes to do that ?

I know nothing about that GATOR thing so please do not think I am judging your suggestion.

I am gonno look for some tutorials about it.

03 March 2012, 11:08 AM
The whole point of GATOR is that the meshes don't have to be the same. For what you want it would work lihe a charm. Pick mummy mesh, property ->gator, select original mesh, and transfer envelope and shapes.

03 March 2012, 12:10 PM
-cage deformer if you want one mesh to deform the other (can be slow)
-gator ;)

03 March 2012, 12:40 PM
Woooww!! That is amazing... Perfect...

This GATOR thing is exactly What I have been looking for..

Thanks guys

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03 March 2012, 12:40 PM
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