Adjusting a mesh after rigging

Adjusting a mesh after rigging

Anonymous
Not applicable
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Message 1 of 5

Adjusting a mesh after rigging

Anonymous
Not applicable

Hi all, I succesfully rigged a character to a skeleton using the skin modifier but, after I was done with the rigging, I noticed minor imperfections with the mesh itself.

Sadly I came to notice than whenever I change the position of any vertex (which is all I need to do to adjust the mesh) I loose the rigging, and by that I mean that the mesh does no longer move with the bones.

 

Is there a way to prevent this?

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Message 2 of 5

CAMedeck
Advisor
Advisor

Are you modifying the model UNDER the Skin modifier, or adding an edit above it?  Making minor edits below the Skin shouldn't cause any problems that I know of...

Chris Medeck
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Message 3 of 5

DannyTheGamer
Advocate
Advocate

Like camedeck said, making minor changes below the Skin modifier doesn't lead to nasty side effects, as long as you don't add/delete any geometry (which means you can only move faces/edges/vertices around without extruding or deleting them).

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Message 4 of 5

Brock_Lafond
Collaborator
Collaborator

In this case I typically clone the object that needs to be adjusted and delete the modifier stack. Move the verts/faces around, but don't delete or add anything. Select the original object and add a morpher modifier above Editable Poly and select the new object as the morph target. Slowly increase the morph value to 100 and watch for any issues. If all looks good, collapse the morpher modifier.

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Message 5 of 5

Anonymous
Not applicable
yeah...I figured out on my own what I was doing wrong.
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