Hey everyone,
I need to transfer skin weights from a really simple to a more complex non-organic model (car body).
I am making a mod for Automation car tycoon game and a deformable body ("morphs" for bumper, roof shape, wheel archs etc) is required for a player to be able to change the car shape.
The body itself has a pretty complex and dense topology and I don't see how it could be skinned with standart 3ds max tools (see pic).
My first idea was to create a simplier topology and add skinning to it:
Then copy the skin with Skin Wrap tool, usually that worked for me with characters.
Unfortunately, when I use Skin Wrap, it is a total mess no matter what settings I use. Could anybody please give me some advice? Thanks.
Replies
You will still have some warping, but if you increase the tesselation, the skinwrap will have more information in what to follow, so it should help alleviate some of the warping.
Basically just do what coven says.
I usually found it safest to drive the actual deformation with blended morph targets rather than freeform movement because that allows you to control the extents of deformation.