Alter a mesh after animation

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  01 January 2013
Alter a mesh after animation

I've got a rigged mule from turbosquid, all it needs to do is walk across the screen and it'll do that. However the rig is slightly annoying, the tail has some weight over the hind quarters so moving the tail pulls out the mesh a little, and the reins are linked to the head, so you move the head down and it crushes up the reins.

Now it doesn't seem possible to get in and alter the weights and I can't really afford to spend the time re-rigging it. Is it possible to animate the mule walking, then go in and move the mesh around a little, just fix up some of the mistakes? I was thinking something along the lines of baking the animation though I don't really know.

Any help will be very much appreciated
  01 January 2013
Well depending on what you need to do you could add blendshapes to the front of the deformation chain to alter the shape of the model.

If you need to edit the weights that should be fairly easy to do.
blah blah blah
  01 January 2013
If you had referenced the character into the animation scene file you can always edit skinning of the mesh which will update into the scene upon reloading the reference.
Download Vehicle Rig
  01 January 2013
Google "corrective blend shapes". Lots of tuts that should help.
Side effects may include Involuntary Narnia Adventure.
  01 January 2013
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