So long story short.
I'm a blender user but I've made a habbit of doing all my skinning in 3dsmax due to how messed up bones gets on export in blender.
Anyways I've just finished skinning 15 pieces of armor, just to find out it all needs to be combined as one mesh. Coming from blender I didnt think much of it (blender is ctrl + j) however using the attach option in max just ruins all the skinning data and I need to reskinn it.
Do anyone know a pipeline for solving this without redoing it all?
My best solution so far:
-export fbx
-import fbx in blender
-combine in blender
-export as collada
-import in max
-export as FBX from max
-cry,since collada don't take smoothing groups.
Replies
2. Combine them, and add a Skin Wrap modifier to the resulting mesh.
3. In the Skin Wrap modifier add the already skinned meshes, and change settings as needed.
4. Convert the Skin Wrap modifier to a regular Skin modifier.
5. Delete old non-combined meshes.
It can also do the reverse and detach a skinned object by element into multiple skinned objects.
Just right click to save this file, and drag in drop it into the 3ds Max viewport to run.
https://dl.dropboxusercontent.com/u/2904948/MaxScript/Rigging_CombineSkin.ms
I've used it for a few years without issues, but this is the nature of tools.
The steps Polyhertz outlined are super easy too, and they should work 100%.
the issue might be that im using a preexisting skeleton from a game (this is also going into that said game) ..not sure.
I'm gonna give the other method a go to see if it will save the day.
Thank you very much for sharing this awesome script!
I was wasting a lot of time doing it manually and you just saved me from this tedious task.
You are the man! Cheers!
Best Regards
Download link is down. Could you please reupload your script?
https://www.dropbox.com/s/8cr3ybjuzwg5pwb/Rigging_CombineSkin.ms?raw=1
I know I can use skin wrap method, but this provided better results for me before, and it's way faster when I have to work with a lot of models and their LODs.
Thank you for this awesome script. Save so many times!
This is not only an awesome script, it made me realize just how I'd been doing everything wrong for, um, well... more than 10 years. I won't go into detail but I no longer have to worry about vertex numbers changing on the models I export into the weird ancient tool I have to use for getting models into the game.
Thank you x 1000000.
I registered to say this
Thanks so much for this script. Just saved me so much time!