I've been provided with a rig in a .max scene file that has already been rigged and animated. I don't know Max at all so I sent the file to Maya as an .fbx.
The model is still too high poly to be included in game, so is there any way to reduce the poly count while preserving the animation? Or am I out of luck?
Replies
In maya, you can also transfer weights by UVs, so if your HP is unwrapped, and you maintain the UVs on the lowpoly, your skinweight transfer should be a lot more accurate.
Normally I animate the rig into extreme poses while skinwrap is applied and tweak the settings a bit to make sure the deformation is as close as possible to the original.
Then inside of skinwrap there is a "convert to skin" option, click that and the weights will transfer. You can then delete the original mesh and the skinwrap modifier from the stack.
There might be some clean up work depending on what you did to the mesh and how far you moved verts from their original position but for the vast majority of verts that didn't move this will save a lot of time.
TLDR
in maya, i would imagine its similar.
provided you have the bind pose stored you're laughing