Hey - I'm currently trying to write a little script that allows me to add a bone to a Skin Modifier without assigning any weights to it.
The problem I face is that I've got a perfect Mesh and Rig already but I need additional bones in the Rig that will later on drive other Elements. Now - so far what I always did was add the bone and then go to the weight-table and look at the selected Bone and hand delete all it's influences but clearly that's time consuming and hopefully unnecessary.
I found this little helper here already "
skinOps.ReplaceVertexWeights" but I've no clue how to properly use it... Anyone who could help? Thanks
Replies
To tag all the vertices modified:
1. Open the weight table.
2. Make sure "All Vertices" is displayed in the lower left.
3. Turn on "Show Global" in the options menu.
4. Check the box under the "M" (M for Modified.)
Alternatively:
1. Enable vertex selection.
2. Select all the vertices.
3. Press the Bake Selected Vertices button just above the weight table button.
After you've done this you can add a bone without it changing the influence of any of the vertices.