The closest think I can think of off the top of my head would be the Component Editor (Window > General Editors > Component Editor). If you select all the vertices of an element/mesh, all the associated joints and their weight values will show up under the Smooth Skins tab.
Yeah, Human IK all the way. Full body IK and pinning any joint are pretty awesome features. I tend to hide the FK skeleton in the viewport because it doesn't update while moving the IK. You can still select the FK joint by other methods.
Also, this only happens once the UV panel is open. After opened if I switch over to my perspective viewport and enter component mode whatever is highlighted on the "dark screen". Whats highlighted is the UV coridinates of the highlighted selection. but the screen is grey and it just toggles back and forth.
Do you have a copy from before this conversion? It is safer to select all your verts and hit connect. Converting your geometry to patch may break things in unexpected ways. Also, make sure you don't have other UV channels with splits in them.
Once you have exported your Character into an FBX File. You can import it in 3dStudio Max. During the import, it is important to select the 'Y-Pose' animation so that your Character retains the proper pose for making Cloth. iClone Character inported in 3dStudio Max for edits:
Thanks for your answer. But I'm very beginner in creating skins and even more with KF2 SDK, could you explain in more details how to do this? I followed something like this tutorial https://youtu.be/Hw_STManNmc but the entire weapon is glowing and not just the details that I selected.
My problem is now that he dont want to merge Vertexes together. So the Smoothing dont looks nice at this point: I have selected the Vertexes and then clicked merge vertices. But he dont want to merge them correct hm... Here another picture of my workflow:
See the image: You can use Loft and twist to change the orientation of the spline. Add as many points as you want and start tweeking. Also, if I remember corectly you can add the same shape in the loft path in desired location and then select this shapes and rotate them. :)
The skin for this guy looks terrible, the clothing all looks clean n nice but the skin has noise everywhere that dosnt really make sense. Esp if your going for a pixar look, you want clean smooth surfaces with some bumb details at selected places, not everywhere.
Well, when I create terrain in Maya and use soft selection I usually call it sculpting the terrain. Generally it'd say it's when you push and pull things to get the result you want. I don't really get where you're going with this though? :)