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Maya combine skinned mesh

Discussion in 'Formats & External Tools' started by Jelle_Booij, Jul 19, 2015.

  1. Jelle_Booij

    Jelle_Booij

    Joined:
    Mar 1, 2015
    Posts:
    40
    Hello,

    I made a soldier for my game and i rigged him, I also have a seperate gun model for him and i want to combine the gun model with the soldier but when i press the combine button, my weightpaint tool stops working(It doesn't show the colors anymore). Does anyone know how to combine these 2 meshes properly?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    probably be able to find an answer on polycount forums.
     
  3. Autarkis

    Autarkis

    Joined:
    Oct 10, 2011
    Posts:
    318
    only thing i can think of is that you combined the meshes after binding the meshes, although I have trouble undersanding why you would want the soldier and the gun to be combined into one mesh? Wouldn't that cause some rigging/weighting issues?
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    @Jelle_Booij Your desire to combine the weapon into the soldier's skin data is not the common workflow for setting up a character who has multiple weapons.
    You can have the weapon rigged to the characters hand, even if you have multiple weapons, as long as the weapons are separate mesh objects, and hide/unhide the weapons at run time to fake the look of the character switching weapons.

    But a more common workflow is to parent the weapon to the right hand in the animation package for reference purposes only. Create the animations with the left hand being IK bound to the weapon when needed and IK un-bound when not performing two handed animations. Complete all animations, then un-parent the weapon and export the character with animations, without the weapon. Export the weapon as as separate mesh model - no animations. The animations you created for the character will drive the position/rotation of the weapon in Unity.
    In Unity set up the character as needed, and orient and parent the weapon to the characters right hand.
    This is a better / more versatile process than skinning the weapon to the character, which limits the follow on edit-ability of the character, to change weapons, change pose and posture, and being re-purposed for other applications.

    Just a friendly heads up about workflow. Hope this is helpful.
     
  5. Jelle_Booij

    Jelle_Booij

    Joined:
    Mar 1, 2015
    Posts:
    40
    Thanks for the reply's

    I fixed the problem(No idea how). I am making an rts game and every unit will have a seperate model. I am making the game with a friend and i think that its better when he can just apply 1 material.
     
  6. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    Parenting weapons to hands instead of adding them to the skin will make your life a *lot* easier, as you can make alterations to them (and add new ones) without touching the character model and rig. It's also better for performance, as the CPU only has to calculate the position of the weapon's transform (versus all it's vertices).

    Note that using 1 material doesn't require a single skin or object . You can apply the same material to your character and all the interchangeable weapons...this is actually a good practice.
     
    theANMATOR2b likes this.