separating already binded mesh?


#1

Hello I have a problem,

I have character all in one piece include with teeth,eyes… all one mesh (it was combined)

I rigged and skinned character, but I want now to rig also the head, the problem is, character is in one pience but I want to separate eyes, tongue,teeth… with mesh-separate command in Maya, when I do it, it works, but now the whole character runs very slow.

I think the solution could be in deleting history - no deforming object, but then the whole character skin desapear and of course doesnt work…

do you probably know how to separate already binded character?


#2

Hi
Separate the mesh and try deleting non deformer history.
Rgds,


#3

As winterNights said, for some weird reason it deletes the skinCluster.

I think the solution is to duplicate your model, separate it and use the copy skin tool.


#4

Hello.

Would it work if you were to export your weights, separate the mesh, and reimport the weights?

I apologize for I’m not entirely sure. Just shooting in the dark hoping to help.
The main reason why I see this method not working is because you are losing verts that your skin map will be looking for which may result in an error.


#5

Pahuska’s solution is the easiest I’ve found.

After you duplicate and separate the pieces, you’re going to have to skin them before you can copy the weights over. I’d suggest that you only skin each piece with the influences they need–as opposed to skinning each piece to the full hierarchy of influences. That’ll make things easier on you if you ever need to go back and edit the weights on the mesh.


#6

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