i'm having lot's of fun here with 3ds max's neat ability to convert wrapdeforms into regular skin. now i'm working on this project that's mainly maya-based and want to know if there's a solution out there that let's me do the same thing in maya - convert the skinning of a wrapdeformer-driven mesh into a regular skincluster or what it's called so that i can delete the original deformer and export without quirks into a game engine.
searching on highend3d didn't give me any clues as to any skinning transfer scripts that might be able to do that. anyone?
Replies
http://members.shaw.ca/whargoul/CRbakeWeights.mel
I just ripped it out of my main weighting tools script, so I hope it works, I didn't test it It's a pretty cool trick, the way the script works
Select mesh.
Run CRbakeWeights.
Done!
It should find out the bones it needs and bind them in for you.