I heard once you could rig before bringing a mesh into zBrush, but I am using maya. Is this only true for 3dsMax?
How can a skin still function after the points on the mesh change?
I heard once you could rig before bringing a mesh into zBrush, but I am using maya. Is this only true for 3dsMax?
How can a skin still function after the points on the mesh change?
You said point on mesh changed so i assume you’'ll have your hires sculpted mesh retopologized later on. Cause, if, you’ll only export the displacement/normal map from zbrush, the point on mesh wouldn’t change.
In Maya, we have ‘copy skin weight’ which I guess they have it in Max, too. You can copy skin weight between mesh regardless of the topology differences. But, not blendShape(‘morph’ in Max), since blendshape calculates on point order. Still, there’s a way to go, with your old mesh already have all the target shapes you can just wrap the new mesh to it.
hope this helps!
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