Have the reduced version and original in the same scene, add the joints to the new mesh and copy skin weights from the original. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-7D895BB0-1522-4388-96E0-4245127F90AB-htm.html
Thanks guys! And for the bump! I was surprised to see two comments from today :) @TaylorMouse, yea I know what you mean. Personally it's a style that I'm wanting to do, however, I may end up going back and adding some damage to the armors (not like massive, but the standards dents and dings you would see from a battle…
The two poses in your screenshot don't look very different. Is the 5 frame in between not a good enough blend? So this might be over kill, but you can use the Motion Mixer to blend the two anims. Just create two XAF, then mix them together. It's a quick process when you know how, but can seem very tedious to setup on your…
At the end of the day, all rotations are handled as a quaternion (I'm pretty sure about this across all game engines - I could be wrong about UE4 though but I'm going to guess it does quaternion). They are more efficient. Here's a good breakdown of both…
This is the simplest method I can think of. No need for a custom pivot. Just use world axis. You do the same thing on the right and bottom sides. This maintains the same size for all insets. Invest in yourself, and just go through all of this stuff in the maya learning area (link below). It's boring, and a lot of it you…
Although I haven't seen the the tutorial I do see that in the description it mentions using 2 UV channels. So I assume the workflow is making a a UV channel where you want you details and trims to be, and then there is another UV channel which isn't cut up as much (or he might use the one generated in UE4). In maya, you…
You can also: Editable Poly > Edge mode > Select edges> Bridge Which will let you create edges between the boarders and control the, twist, taper, bias and smoothing…