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Transfer of Low Poly Skinning to a High Poly Mesh

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Message 1 of 8
Anonymous
4268 Views, 7 Replies

Transfer of Low Poly Skinning to a High Poly Mesh

I have a Low Poly mesh which is rigged, weighted and has its own UV's.

It is the result of a re-topology of the High Poly which had other UV's.
The Low Poly has problems with seams/vertices.

 

So I am trying to replace the Low Poly mesh with the original High Poly, but keep the Low Poly's rig/weights/UV's and apply them to the High Poly.

 

If someone could help, it is greatly appreciated! (:

7 REPLIES 7
Message 2 of 8
Anonymous
in reply to: Anonymous

Basically:

 

I skinned a Low Poly version of my model, it worked well for animating.

But now I want to substitute it with my High Res mesh.

 

I am still looking for an answer if someone could help! 🙂

Message 3 of 8
ads_royje
in reply to: Anonymous

Hi @Anonymous,

 

have you tried Skin Wrap modifier ?

Skin Wrap uses another Skinned Mesh as an input to deform a Mesh, there is an option to convert it to regular Skin modifier after.

This is usually used to retrieve low resolution mesh skinning to a higher resolution mesh skinning.

http://help.autodesk.com/view/3DSMAX/2019/ENU/?guid=GUID-1B3C4662-8C42-4F02-BD1B-204CD491166B

 

I hope this can help! 🙂

 

Message 4 of 8
Anonymous
in reply to: ads_royje

Hi, the link is broken.
Message 5 of 8
ads_royje
in reply to: Anonymous

ha 😞 Sorry I see that...

the help files links don't always work 😞 Sorry.

 

It is the Help documentation for "Skin Wrap" modifier.

If you search it in the documentation you can find it.

 

1. Add a Skin Wrap modifier on the Hi Res Mesh.

 

2. In the "bones" List add the Lo Res mesh.

The Lo Res mesh deformation now also deforms the Hi Res mesh.

By default it should deform well.

There are a few values that can be tweaked.

 

3. Then in Skin Wrap, use "Convert To Skin" button.

Message 6 of 8
Anonymous
in reply to: ads_royje

Actually I think I ran into a bigger problem.
My High Poly is not in the same pose as the rigged Low Poly. 

Plus some parts of the Low Poly mesh have been removed and added as separate objects because UV's were done for them. The High Poly is only one single mesh.

 

Both High and Low Poly meshes have Morphs...will this complicate things more?

Message 7 of 8
ads_royje
in reply to: Anonymous

Hi @Anonymous,

 

for the morphs, not really an issue for the Skin part.

If both Meshes, lo and hi, already have Morpher working. Nothing needs to be done.

But Morph targets from lo res mesh cannot be ported to the res hi mesh.

 

For the posing, try to pose the Skinned mesh (lo res) inside the hi res to match the pose as best possible.

Then it can be used for hi res mesh with Skin Wrap.

All the separated objects can also be added in Skin Wrap as deforming bones.

 

 

Message 8 of 8
Anonymous
in reply to: ads_royje

Thanks!
Tinkering with the values allowed my mesh to follow with less vertices out of line.
This is exactly what I need, just need to perfect it! Same base pose helps!

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