Re-Attach Rigg to Mesh


#1

I created a rigg to reuse and attach to different meshs, but after i selected the mesh and added the rig i noticed the Bone deform was missing. …i’m guessing i need this to “bend” the mesh :slight_smile:

In the Docs i looked up setup, and found info on the setup Tab, but not the setup tab (F3) at the bottom of the screen.


#2

The ‘bone deform’ and ‘skeleton’ were probably not part of the group saved to the setup file. I know from experience it’s very easy to not remember to add both to the group before saving the setup.

Go back to the original working version of the rig and add both to the group your going to save then create the setup.


#3

Create a new bone deform from Setup->Effects tab. from there you can transfer the bones from one deforme into the other throught the setup->Tools tab. if you select skeleton on the
pulldown menu, your available skeleton effects will be displayed on the right, with their bones underneath. move the bones from one deform to the other by dragging them down, and your new skeleton effect will use the old bones for weighting.

make sense?
-JoeC


#4

turbine’s response is much easier. but use mine if you need to patch anything together from different scene files.


#5

Thank you for the post…!

I have tried both solutions, and both were effective.
FB_Turbine - That is what happend in my case, i did not select the Skeleton.

JoeCosman -
Which of your CD Tutorials would best teach how to Rig a Creature type Character like a prehistoric fish? something with lots of teeth.

The reason i ask, Following your rigging tutorials the Mesh (Halfbody human type) the bones work great attaching to mesh and deforming. However when i generate my own mesh (form zbrush, or Silo) the Characters are a thicker musculature (Like the Zmapper Troll) Very thick neck ect. I am findig the deformations are not as good.


#6

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