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[Closed] Delete Bones when they are not weighted?

Hey i have a couple of characters that come out of other 3D Applications f.e. C4D, Blender etc and i have to
re-rig them in max.

Could someone help me with a script that deletes any bones/helpers that are not weighted to the skin modifier of a character/meshes leaving only the actual skin bones in a hierarchy?

Any help would be greatly appreciated

4 Replies

i know that search in this forum is terrible now but it still exists, and there is a Google…

eh… i’m very kind today Remove unused bones from a Skin Mod

You want to delete bones, helpers from scene, not only remove them from skin mod.?

Too many variables and questions in my head so will concentrate it on single one:
Why do you need script for that if you have only couple of characters?

It’s kinda complicated to explain, basically i want to take characters that have been rigged outside of max over to max and re-rig them.

Let me give you an example:
I have a character in blender that has been rigged f.e. with rigify or blenrig and i want to re-rig it in 3ds max to get it animation ready, so what i would do is export the whole character to fbx.

Even though blenders FBX export plugin has a “Export Deforming Bones only” option, usually all control/rig elements get exported aswell simply because they have deforming children in the hierarchy.

So in 3DS Max depending on the option you chose in the FBX importer (“Keep as helpers” or “Convert to bones”) those parts get imported as non-deforming helpers/bones, they are part of the heirarchy but nothing is actually skinned to them.

Since a character could have multiple meshes with skin modifiers on them i’m basically looking for a script that checks if a bone is part of any skin modifier in the scene and if so check if any vertecies are weighted to it, if it is a deforming bone/helper that has vertecies weighted to it -> do nothing.
But if it is a non-deforming bone/helper then re-parent it’s children to the to be deleted bones parent and then proceed to delete it.

And this for basically every bone in the hierarchy except for the root bone.

All that should be left in that hierarchy are bones that have actual vertecies weighted to them so that i can proceed and re-rig this hierarchy.

I hope this makes sense now.

1 Reply
(@denist)
Joined: 11 months ago

Posts: 0

No… it doesn’t make sense. You can’t simple remove any bone from hierarchy by criteria that the bone doesn’t influence any vertex in a skin modifier. Because this bone might be used in animation (or rig constraints). You can remove this bone from the skin modifier, but not from whole hierarchy (skeleton, rig, etc.).