Hello Polycount, it's been years since I've been around.
I'm sorry if I may have posted this in the wrong forum. Things look different nowadays.
I am not very skilled in Maya, I am a 3ds guy. Nor do I really have a lot of skill in rigging, but I know enough to get by.
I have a character that is about 6'4", and I would like to transfer it to the metahuman character mesh for unreal. The problem being, even the tallest metahuman is only around 5'11".
Now, pictured: I have the Metahuman (Which is 2 skeletons driven by a driver rig) and my character in a wireframe. I have lengthened the driver joints by transposing them, not scaled as scaling bones tends to be bad, so they fit the proportions of my character. I'm pretty sure I know how to keep the new mesh scaled properly. But the moment I export the skeleton, it's going to go back to it's default shape.
How can I set the skeleton that is controlled by this driver rig to accept these new positions as the bind pose?
Replies
Here is the metahuman at it's normal height, unbound from the skin.
I used the export weights from the Deform menu, and imported them back and it didn't seem to work.
I really don't have a clue how to use Maya, I've used 3ds max for 15 years so I can fumble around in here, but only barely
https://www.youtube.com/watch?v=BbKDxKKFh-U