Hello there,
I am currently working on a back for weaver. I have meshes and textures done but am struggling with the skinning process.
I work with 3ds max, this is what I've done so far:
- import weaver skeleton and back mesh from smd
- import my lod0 mesh
- apply skin modifier
- add all bones, that the original mesh uses (14 if I remember correctly)
now I have some weigthing done automatically by 3ds max, but it's awful.
I also tried moving the mesh closer to the bones then skinning and moving the mesh back to its end destination, but it only got slightly better.
My guess is I have to apply the weights manually, but that seems like a ton of work with about 650 tris.
Is there some smart/easy way to interpolate the original meshes bone weights onto my new mesh?
I hope you can help me - Thanks!
Replies
I am a Maya user so I'm not sure how much help I can be...but anywho...
In maya there is a paint skin weights tool, and its literally a paintbrush that you paint on your model to specify which joints affect which vertices. If you skinning something that won't bend, like a sword, then theres a flood tool which makes it easy.