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Problem: skinning to multiple bones

Hello there,

I am currently working on a back for weaver. I have meshes and textures done but am struggling with the skinning process.
I work with 3ds max, this is what I've done so far:

- import weaver skeleton and back mesh from smd
- import my lod0 mesh
- apply skin modifier
- add all bones, that the original mesh uses (14 if I remember correctly)

now I have some weigthing done automatically by 3ds max, but it's awful.
I also tried moving the mesh closer to the bones then skinning and moving the mesh back to its end destination, but it only got slightly better.

My guess is I have to apply the weights manually, but that seems like a ton of work with about 650 tris.
Is there some smart/easy way to interpolate the original meshes bone weights onto my new mesh?

I hope you can help me - Thanks!

Replies

  • Selaznog
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    Selaznog polycounter lvl 8
    Hey Polarbear,

    I am a Maya user so I'm not sure how much help I can be...but anywho...

    In maya there is a paint skin weights tool, and its literally a paintbrush that you paint on your model to specify which joints affect which vertices. If you skinning something that won't bend, like a sword, then theres a flood tool which makes it easy.
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