Transfer skin data to a different set of bones?


#1

Hi, apologies if the title is confusing, I’ll try to be more clear here:

Is it possible to transfer weights from one mesh to another, even if they both don’t have the same skeleton? For example, if I have Mesh A with Skeleton A, and then I still have Mesh A but I want to rig it to Skeleton B, assuming I rename the bones in Skeleton A to match the ones on Skeleton B, can the weights be transferred using the Skin Utilities?

Basically what’s happening here is, I have one mesh here with a skeleton that’s already weighted and rigged, however I’d like to import it to Unity/Unreal whatever it may be, but I don’t want to have to manually re rig the mesh to their skeleton and do all that work again, so can I just transfer the original weights from the original skeleton, to this new one I’m trying to rig it to?

In theory, if I have a mesh with 1 set of bones, then i import a second set of bones (that are differently named too), and I copy the position and rotation of of the first set of bones all to the second set, then I rename the first set of bones to have the same hierarchy or naming convention as the second, should I not be able to use the Skin utilities panel to transfer the skinning data from the first armature to the second basically? That way if I were to skin my mesh using the now new 2nd set of bones, I can still utilize the original weights from the first set of bones it originally came with? I’m only asking because I don’t want to spend a lot of time doing this only for me to end up wasting my time if it doesn’t work at the moment is all, thanks if anyone replies to this.


#2

you shouldn’t change the Skeleton A , you need to change Skeleton B to Skeleton A’s transform
when you close skin modifier , the mesh should be no change
export mesh date , then change rig to Skeleton B , select mesh and SkinData mesh , import date , set bone’s link , then the result would be right .