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Combine mesh's

Combine mesh's

mrtuxsi
Explorer Explorer
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4 Replies
Message 1 of 5

Combine mesh's

mrtuxsi
Explorer
Explorer

IMG_20220419_150506.jpg

 Hi guys
Can you help me to solve a problem?
I have a Skeleton with baking, animation, skinning and some meshes.
How can I combine these meshes with no lose of skinning and correct animation?
Delete history non- deformation gives an error.
I have tried to copy weight, buy it doesn't work.I can't use the export weight map because it's a combine object
Do you know some other ways to deal with it?

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4 Replies
Replies (4)
Message 2 of 5

Kahylan
Advisor
Advisor

Hi!

 

Why do you want to combine the meshes? Normally meshes like this just get grouped and then you deal with the group.

 

If your really need to combine them, you'll need to redo the skinning. There are other workflows to do this, but they are more complex than just redoing the weightpainting. It seems most of your model is static armour, so the flush command should save you a lot of time.

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Message 3 of 5

mrtuxsi
Explorer
Explorer
The customer said he needed one mesh
And the modeler threw me off like this, and I've already done all the animation(
Now I'm sitting, suffering
Where can I learn more about Flash, please tell me
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Message 4 of 5

Kahylan
Advisor
Advisor

Hmm, thats a weird request...

Sorry, I meant "Flood" not "Flush".

 

Flood (Red in the screenshot) is a command in the weightpainting tool . It allows you to give all the selected vertices the same amount of weight (Yellow)

Flood.png

 

So what you need to do is:

1) combine your meshes and delete history on the new mesh

2) select all the joints and the new mesh and use the Skin->Bind Skin command, Heatmap mode will probably give you the best result in this case.

3) You open the weightpaint tool.

4) For each piece of armor, you select the joint that is corresponding to it in the weightpaint tool joint list (Blue), go to select mode (Green), and in vertexselection mode you doubleclick on one of the vertices, this should select the whole piece of armor.

5) You set the Value and Opacitiy (Yellow) to 1 and hit "Flood" (Red), this will make the entire piece of armor follow the joint you specified.

 

This will save you the time of painting all those armor pieces and you can probably use the same for the head and hair as well. after that you'll just be left to do the pieces that deform, like the body, the coat and the boots. You'll have to weightpaint those by hand I'm affraid, but hopefully the default skinbinding will already be pretty close.

 

I hope this helps!

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Message 5 of 5

zewt
Collaborator
Collaborator

Try selecting the meshes, and using Mesh > Combine option box, and checking "Combine Skinning".  This will create a combined mesh and attempt to combine the original skinning into the new mesh.  It should work if it's just a simple skeleton without any advanced rigging or other deformers, like blend shapes.  You can then delete non-deformer history on the new mesh to bake the combined single mesh.