In case anyone is interested: $.modifiers[#Skin].bone_Limit = 4 -- Optional: 4 Bones per Vert MaxsubobjectLevel = 1$.modifiers[#Skin].effect = 1skinOps.SelectVertices $.modifiers[#Skin] #{1..(polyOp.getNumVerts $)}$.modifiers[#Skin].effect = 1skinOps.bakeSelectedVerts $.modifiers[#Skin]
When you are done with your weighting, you can convert all the vertices to "Modified". This will allow you to add bones without any of their weights changing. When a vertex is tagged as "Modified" changing the size of the cross sections no longer updates the influence on the vertices, and the influence can only be changed…
Hey - I'm currently trying to write a little script that allows me to add a bone to a Skin Modifier without assigning any weights to it. The problem I face is that I've got a perfect Mesh and Rig already but I need additional bones in the Rig that will later on drive other Elements. Now - so far what I always did was add…