Hey I've got a question. I want to attach 2 seperate meshes each with their own bones and skin modifier, but when i try to attach by just using the attach button under edit mesh, the mesh that it inherits looses its skin modifier.
What would be the best way to fix this without having to re-skin the mesh? ( I use 3ds max 9)
Thanks in advance
Replies
Are the bones identical for both objects?
A good option would be to not merge the objects and just replace the bones in one of the objects with the others. Save out the skin weights on the object to be transferred, delete the skin modifier, move your object into position, apply skin, and load the skin weights.
If you do have to merge, at best you can hope for an easier time re-skinning. If you did your skinning mostly with envelopes (like you should) then you can save out the envelopes, delete the skin modifier, merge, reapply skin, load envelopes, paint/touch up a few weights.
Also know that skinning first with envelopes and saving them out will also help you rig faster in the future. If you have a good set of envelopes to start with, you'd be amazed how much time you can save.
If you did most of the skinning by hand weighting each vert, you're pretty much screwed.
There isn't a way to merge two separate objects and preserve their unique skin weights. Horse before cart always... Totally inflexible I know but its lessons like this that really have you quadruple check your mesh before moving on.
EDIT: I'm not sure having the second set of bones follow the first would be good for exporting to a game engine, if its just for rendering I don't see a problem with doing the link constraints idea.
thanks again for the help
There you go- all your skinning info in one mesh.