Hey, i' m trying to find a way to load a pre skinned mesh on a custom rig. Both mesh are skinned on the same rig and storing both or more in the same scene inst a valuable option.
I found a way with maxscript but im pretty sure theres a better way to do it.
Here's my pipeline:
Save the b mesh enveloppes
Open scene a... Work on the animation then load the tpose at frame x
Merge in the b mesh, load the bones then the skin
Delete the pose at frame x
Everything run smooth and is automated but isnt there a better way to do it ? I mean both mesh shares the same bone ( skinwrap isnt a good option in this case)
Replies
But try to open your scene with the bones you want to keep, and then Import->merge. Select your skinned mesh, and bring it in, but not the bones. If max asks you to respect the linked objects that are alreadu in place (or whatever that dialogue box says) agree to it, to try and maintain the link from your skin modifier to the bones.
This of course, only would theoretically work if your bones were named the same across files.
You could also try to merge in the skinned mesh with its bones, but when it asks if you want to replace the scene's bones with the ones you bring in, click no. Again, if the bones are named the same across files.