Springheel@Posted: Sun Feb 17, 2008 12:39 am :
I'm a maya newb, trying to learn enough to work with our mod's animated AI models. I'm curious about how much, if at all, you can modify a model that is already rigged and weighted to a skeleton, without having to repaint the skin weights. Specifically, can you do any of the following?
1. Resize the entire mesh.
2. Split the mesh into submeshes (but not move anything)
3. Add new polys to the mesh.
4. Resize or move the verts on the uvmap (but not on the mesh itself)
5. Modify the amount of smoothing on a surface.
Springheel@Posted: Sun Feb 17, 2008 12:39 am : I'm a maya newb, trying to learn enough to work with our mod's animated AI models. I'm curious about how much, if at all, you can modify a model that is already rigged and weighted to a skeleton, without having to repaint the skin weights. Specifically, can you do any of the following?
1. Resize the entire mesh.
2. Split the mesh into submeshes (but not move anything)
3. Add new polys to the mesh.
4. Resize or move the verts on the uvmap (but not on the mesh itself)
5. Modify the amount of smoothing on a surface.
Springheel@Posted: Sun Feb 17, 2008 12:39 am : I'm a maya newb, trying to learn enough to work with our mod's animated AI models. I'm curious about how much, if at all, you can modify a model that is already rigged and weighted to a skeleton, without having to repaint the skin weights. Specifically, can you do any of the following?
1. Resize the entire mesh.
2. Split the mesh into submeshes (but not move anything)
3. Add new polys to the mesh.
4. Resize or move the verts on the uvmap (but not on the mesh itself)
5. Modify the amount of smoothing on a surface.
Springheel@Posted: Sun Feb 17, 2008 12:39 am : I'm a maya newb, trying to learn enough to work with our mod's animated AI models. I'm curious about how much, if at all, you can modify a model that is already rigged and weighted to a skeleton, without having to repaint the skin weights. Specifically, can you do any of the following?
1. Resize the entire mesh.
2. Split the mesh into submeshes (but not move anything)
3. Add new polys to the mesh.
4. Resize or move the verts on the uvmap (but not on the mesh itself)
5. Modify the amount of smoothing on a surface.