Inside the copy/paste pose rollout there is a save/load feature, its the old school floppy disk icon under Copy Collections Drop down. It will allow you save collections of poses and load them into other bipeds in other scenes. To use it, move the time slider to the pose and click the white icon under "pose". To paste a…
If the old mesh is still skinned to the skeleton and you have both the T-Pose and sitting pose, you can put the skeleton in the T-Pose move your new mesh so both meshes share the exact same space, apply the skin wrap modifier (instead of skin) to the new mesh and target the old mesh. As the old mesh deforms it will deform…
lol yeah, sorry, i was like "oooh it works" then "oohh noooo it doesn't D: " and then i'm late again. yes you can via the copy/paste options in the motion tab, when u have your biped selected. I would recommend to use another rig for the future though, like CAT or smthing, since biped animation curves system is a real pain…
any chance of the max file? with just the 2 objs you aren't going to get anywhere. Essentially they are two completely different sets of verts which happen to look alike. Unless you dig around for a mystical uvcopy which works byh walking the topology of the mesh but I think it would be faster to just redo something. If…
Hey all, having a bit of a UV crisis. Here's a quick rundown of what I've done: The character I'm working on is going to be riding a bike. After finishing the high-poly, and low-poly, I did a test bake along with a quick unwrap. Came out fine. Rigged him to get him into a riding position so I could build the bike. Then…
Worked a treat, thanks so much man you saved a lot of frustration, a lot of my hair and potentially most of the breakable items in my office. Well I'll certainly have learned this lesson for next time!
Vig you are an absolute legend. Thank you. Skin Wrap did the job. I hadn't got the pose saved since I posed him outside of figure mode (unless there's a way to save poses? Then I could transfer the biped pose) but reposing him isn't a big deal since all the skinning info is intact! If I could save out a biped pose though…
Thanks guys. Yep the vert order got changed through the process of attatching/detatching when baking. I tried Morphix but I get a 'vert out of range' error. I added a few more hints but no luck. Vig, how do you mean 'skin wrap'? It sounds like a good plan but I'm not 100% sure what you mean. Yep the vertex weighting will…
Might be quicker to just bake your guy in the T pose then re0skin him to the skeleton, it won't take too long eh? I'm not 100% clear on what you do or don't have intact. You need to rebake your guy, so you use tpose, you don't have posed skeleton or mesh anymore, just a collapsed obj of the posed guy? Is that right?