Hi guys,
I'm working on an animated short with several humanoid characters. I have retopologised and rigged Character 1. I would like to use the same retopologised mesh for Character 2, so that I don't have to redo weight painting/blend shapes. My plan is to snap the retopologised Character 1 mesh to the Character 2 sculpt, so that Character 2 has the same topology as Character 1.
Is this the best workflow to avoid redoing too many blend shapes/weight painting? And are there any tools/tips that might help with the snapping process? My plan was to make the high res mesh live and snap with the Quad Draw tool, but I've done some tests and this didn't work very well.
Apologies if this is a very basic question, I can't seem to find much information online about this. Thanks! 🙂
Just make one blendshape that personalizes the Character 2. Done.
Hi @Anonymous
Did you try the suggestion above? Let us know if it works!🙂
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