Hi all,

I'm doing a bit of RnD and I came up with a solution which works, but I
would like to improve.

What I'm doing is transfering the envelope weights between two different
characters using the joints to create the alignment between them. The
alignment is done using a simple python script, then Gator ( using Closest
Surface as transfer method ) to transfer the envelope weights ( mesh will
deform accordingly to the new joint position ), and later I'm saving the
weights and re-apply them in a new scene, so that I don't have unwanted
deformations done by the other skeletal rig.

In the end the process is quite quick, but the transfered envelope weights
still needs some tweaking, even if the source for the envelope weights is
done quite good, so I guess one of the main issue is the difference in
geometry of the meshes themself.

Would you suggest a raw shrink wrap in order to match the two geometries or
maybe some blend shapes on the source mesh in order to better align them so
that the transfer of the weights will be better?
PS: The meshes are games character, so the polycount is not that high.



I'm also using the wonderfull Delta Mush plugin developed by Guillame, and
its pretty cool...also the ability to add a weight map is exactly what I
was looking for.
I'm using this plugin extensively to create corrective shapes and it works
great...
I was experimenting a bit with vertex IDs and maybe transfer the Delta Mush
data to the skinning data, but it a bit out of my understanding
unfortunately...
Someone tried that already?

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