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[Closed] Skin modifier questions

A few things I’m having trouble with. I have manual workthrough, but would really like to speed up by making scripts or learning if there is another method.

Problem: Editable Poly of a skinned mesh needs to have all vertices of the base mesh in same positions as when the skin modifier is turned on. This is required for export to a game engine.

Manual Solve:

  1. Extract skin data with skin utilities
  2. Colapse all on skinned mesh to just editable poly
  3. Add skin modifier, manually add all the required bones
  4. Import skin data
  5. Remove skin data mesh when done

Could someone help guide how to automate some of these things? I’d really like to know:

  • Can you use max script to copy bone names from one skin modifier to another (but not weights)
  • Is there an easier way to make verts of editable poly match the positions of the skin modifier?
3 Replies
2 Replies
(@denist)
Joined: 10 months ago

Posts: 0

i would be much correct if skin modifier holds all vertices in the same positions as in the base poly object.
you can confirm it just by toggling always_deform skin modifier property

(@mambo4)
Joined: 10 months ago

Posts: 0

unless I misunderstand , Dennis had nailed it.
“always deform” is hidden under the “advanced” roll out of the skin modifier
uncheck the box: the mesh assumes its “pre-skinned” state
recheck the box: the mesh is now skinned at the current bone pose with the original mesh vertex positions

I made toggle button for always_deform for just this reason.

you need to do all those steps but through script, You can get the bones the skin data mesh needs for the skin from the obj properties of the skindata obj it self. and then just parse the scene and find said bones and add them to the skin modifiers of your newly attached mesh.

look at skinUtils.ImportSkinDataNoDialog in order to import the skin data you will need to have the obj you want to skin and the skin data object selected.

cheers,