I have a character with a shirt mesh over top, all skinned to the character's bones. I'd like to remove a few faces from the sleeves of the shirt without disrupting the skinning of the shirt to the character. Is there a way to achieve this?
When I go into editable poly mode it detaches the shirt from the bones, which is not desired in this circumstance.
Replies
1st) Max evaluates everything from the bottom of the stack up. So the edit poly would be fine above skin but would mess everything up if you moved it below.
If the edits are small enough and only throw a few verts out of whack you might be ok and just have to do a little bit of clean up. The more edits you do the higher the chances are that it will go horribly wrong. If you merge two objects together or export and import a mesh the vert table will more than likely be rewritten from scratch and nothing is going to match.
2nd) Each vert is given a number and that numbering changes when you edit the geometry.
Saving the weights, saves the bone wieghts per vertex number, if the vert numbers get jumbled up. Vert one was in the toe, now its in the face. The weights will load by vertex number only so the face vert will now have weights for the toe.
This is why you want to skinwrap your new edited model to your old, because it goes off of the vertex position in relation to the source mesh, not numbering.
I really recommend at least trying either of my methods before writing them off.
I only use Extract/Import Skin Data, if I have two separate characters with their own rigs, but they are similar. The bone mapping/matching can be a bit of a pain.
If its a new mesh going onto the same rig it came from, I just skinwrap it. Its roughly as accurate.
What Mark said. I usually get pretty precise results with 0.001 falloff and face deformation. Anyway, you can just convert the skin wrap to a skin modifier, delete the skinwrap and tweak it as you'd like.