Timeline for how to join multiple rigged mesh and bones
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Aug 28, 2018 at 2:23 | vote | accept | zander | ||
Aug 28, 2018 at 2:23 | answer | added | zander | timeline score: 1 | |
Aug 26, 2018 at 8:13 | comment | added | moonboots | keep a copy of your work so you have a safe version somewhere, then try to join the different meshes and bones into one object and one armature, it should work, but make sure that each bone has a unique name, if it's not the case several parts of the mesh will have the same vertex group name and the bones will control parts you don't want them to... also I guess you could need to make additional weight paints at the joints. | |
Aug 26, 2018 at 8:05 | comment | added | zander | i mean jointing multiple rigs, so jointing the bones, and jointing the already weight painted meshs into a single mesh and bone rig | |
Aug 26, 2018 at 7:58 | comment | added | moonboots | what do you mean when you say that you need to connect the bones and the mesh? do your bones and finger meshes already exist? or are they apart? it's not clear... anyway I'm afraid you'll have to redo the same job for every finger, unless someone knows a better way to do it? | |
Aug 26, 2018 at 2:08 | history | asked | zander | CC BY-SA 4.0 |