I am planning on making an FPS. For this i need to make some guns and such. However i have a problem. First i need to explain how my fps arms and weapons are set up. First i make some arms, then i rig those along with a 'weapon' bone. Then this is exported to UE4 and used as a skeleton. Then each weapon adds extra bones…
I'm not entirely sure if this is what you're looking for, but I've been using 'Animation Retargeting' to apply animations to a different mesh and skeleton. It seems to have worked in my case when I was transferring animations from the default third person blueprint to my own humanoid character. You can find more…
Usually you'll have a way of referencing the rigged meshes into a scene for animation so you can update in one place. I'm sure blender has some means of doing it
A pipeline that doesn't allow for iteration isn't much of a pipeline, heh. In Maya and Max you bind/skin the new mesh to the bones, copy the weights from the old mesh and then delete the old mesh. Max uses the Skinwrap modifier that targets the old mesh and then converts to skin. Maya uses bind and then copy weights. It…