So I know this is possible because I’ve seen it done before. I’m trying to take a skinned mesh for a character, cut it up based on the body parts, and turn that mesh into the selection handles for the joints driving it.
I know it starts out with skinning your mesh to the joints, and then shape-parenting the geometry shape under the joint. This makes it so the mesh is the selection handle for the joint, but now the mesh is getting double transforms. One from the skinCluster and one from being the child of the joint.
So the next part I know the concept, but I don’t know how to do it. You need to inverse the worldMatrix of the joint through the skinCluster to the shape geometry, but I don’t know how to do that. Just plugging the inverse world matrix from the joint into the skin cluster doesn’t do anything. Replacing the joints input for worldmatrix driving the skinCluster Matrix with the joints inverseWorldMatrix turns the mesh all inside out, and just disconnecting it stops the skin cluster from deforming the mesh.
Any ideas on how to pull it off? It all looks good except for the double transform part.