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[Closed] skinning with a [model|symetry|edit poly|skin] stack?

I’ve looked at various script tools for making skinning (with Skin modifier) easier and found Skin Or Die (2.15) to my liking.

However I’d like to work with a modifier stack of:

  • Skin
  • Edit Poly
  • Symetry
  • model
    And Skin Or Die produces a runtime out of (vertex) bounds error at initialisation with such a stack.

I’m not very seasoned so tell me if you think my workflow is all wrong but is there a nice way of doing it this way?
to me preserving the symetry modifier and doing the asymetrical edits with an Edit Poly modifier seems very nice.
perhaps this will reset the skinning of the Skin modifier(?) but then there seems to be ways to save the skinning and reapply on the updated (or similar) end mesh (haven’t tried it yet though).

edit: oh, my post was supposed to be more script related but I realise now it’s more about skinning. sorry about the subforum misplacement.

1 Reply
 PEN

Personaly I would be colapsing the stack before you start skinning. You realy don’t want Symmetry in there as it could cause you some head aches. There are other ways that you can go about updating the mesh if you need to.