Hey all!
So I was working on a model that I had already rigged and animated but I needed to modify the mesh so I made a duplicate of it, made the changes necessary and was hoping that when I copied the Skin modifier from the original and pasted it onto the new mesh, everything would still work. I made sure in my modifications not to actually add or remove any verts. Well, the end result is that it works, but the model has shifted from the center of the scene to some odd number of units away.
![model_moved.jpg](http://www.torquemod.com/model_moved.jpg)
The animation still looks fine, but it needs to be centered in the world or it won't work in engine. So my question is,
does anyone know how to adjust the position of the model AFTER the skin modifier has been added?
Replies
I didn't think it would work, but I simply threw an Edit Poly modifier on top of the stack, selected all of the polys in the mesh and moved it back to the center of the world and it works fine.
For anyone else who runs into this issue.
We've found that having an edit modifier on top of skin makes the scene run slower - and if you're planning to export the mesh at some point, most exporters get really confused by it.
what Ben says above is the correct way to go about it
they really need to move that tickybox somewhere more obvious - it's the answer to at least one forum question a week
I figured it would just collapse the stack before exporting, but this other method is definitely a good option.