Update mesh on a animated rig


#1

Hi guys!
I was wondering if there is a nice workflow for changing a mesh on a animated rig?
I made a hand-mesh in Zbrush and when I felt done with the model I exported it too Maya. But later, after it was rigged and animated, I wanted to exchange the old model with a new one who almost looks the same as the old one… Is there anyway?


#2

sure, if the topology is the same you can feed a blendshape into your already rigged character,. If the geometry is different, make sure the newly imported mesh fits on top of the old one, select all the joints that are bound to your initial skin, then Smooth Bind with the new geometry.

Select the old geo and the new geo and do a Skin>Edit Smooth Skin>Copy Skin, and you should be set.

Here’s a useful mel to select all the joints that are bound to a mesh:


//select the _SKINCLUSTER_ of the mesh before executing the code
select -r (`listConnections ".matrix"`);


#3

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