My goal is to have one blend file with many characters (meshes) which are all assigned to the one armature.
Currently i have a well designed and (already rigged) character, originally imported as collada file (and created with adobe fuse).
I added some control bones and IK to make the character more flexible. So until this point everything works perfect.
But now my problem:
When i try to add an other character mesh and assign it to my current existing armature i have to transfer my vertex groups and weight paints because i also want to reuse them. But the transfer weight / copy vertex groups results in a strange deforming mesh.
EXPERIMENT 1:
The second (deformed) character mesh after the usage of "Copy vertex group to selected"
RESULT: Mesh is heavily deformed
EXPERIMENT 2:
The second (deformed) character mesh after the usage of the modifier "Data transfer" -> Vertex Group(s) / All Layers / By Name
RESULT: Mesh is a little bit deformed
It should be possible to copy the vertex groups and weight paints without quality issues, but i don't get it :-/