hi ppl here is problem:
i have a already done and skined model of the character.
and i have done another model, similar to first.
instead of start skin new model, I think its better to transfer skin weights from already skined one.
it is possible to do in 3DS Max, if yes, how can i do this?
Replies
Also if you did a lot of your skinning with envelopes you can save out the envelopes (highly recommended) and apply them also.
will try to do skin wrap as you mentioned..
Maya and Max both seem fairly competent at this solution, they both have "wrap" solutions, and both have copy/paste skin weights although admittedly Maya's seems to have more options. Still, both apps get the job done just fine, minimum hassle.
now trying skin wrap....
Skin Wrap works with everything.
You should be doing this:
1. Make sure your scene contains the NEW model (not skinned at all) and the OLD model (with Skin modifier)
2. Select the NEW model, apply the Skin Wrap modifier.
3. Click "Add" in the Skin Wrap modifier parameters, then select your OLD mesh in the scene. Skin Wrap will now process the skin weights.
4. Try moving any of the joints or controllers in your rig and skeleton - BOTH meshes should deform appropriately.
5. You can then use the settings like Falloff and Distance Infl. to really tweak how accurate the skin transfer is. Enable "Weight All Points" if needed.
6. Then once you're happy with it, click the Convert To Skin button and a new Skin modifier will be on top of your stack. You can now delete or collapse the Skin Wrap modifier, it's not needed anymore.
i was done as you sad, but there small bug
when i am applying skin wrap to NEW mesh, my new mesh slightly moving forward and skin applying with artefacts... new and old meshes are similar in hands,boots legs and hands only head and chest was mosified.... i was thinking about reseting pivot, but its ok, was done xform
and all things now OK..
THANKS a lot
i LOVE POLYCOUNT!!!!!
Actually, Skin in the newer Max versions (maybe v8 and up?) will get the new influence from a weighted mesh if the envelopes are inactive (the verts have been hand-weighted). Copy and pasting Skin doesn't match up vert counts, unless, I think, the vert couts are identical. So they introduced some intelligence to it.
But regardless, Skin Wrap gives you more control and that is what you should be using.
Thanks a lot