• COD: MWR - Help needed merging 2 separate meshes/bones.
    2 replies, posted
Hello all, let me start of by saying that I've read through all the recent Call Of Duty posts/threads and only saw something similar to my request mentioned once but it was only a complaint not a formal request for help. I used wraith to rip a character model and noticed that the head and body models are separate from eachother. I need them to be one singular mesh, Trying to combine them via blender doing ctrl-j breaks the weight on the bones. I was wondering if someone on here knows a method combine the two armatures while retaining the weights. I have access to blender, maya and 3ds max. Any help would be greatly appreciated so that I may start ripping some models that I have not been able to find anywhere else. MWR MODEL TEST.rar https://files.facepunch.com/forum/upload/395708/9f2da395-9ff0-4fe0-8add-0356c3559b92/Screenshot (65).png
Before merging, change any of the matching weight names, just add a "1" at the end so you don't get confused, this will make sure they don't overwrite each other. If I remember correctly, you will need to enable the "corrective shape keys" addon, it's a default so you just need to check the box. maybe it's a default modifier, so ignore that. You will need to use the "Vertex weight mix" modifier, select in the boxes the 2 vertex groups (first the one you want to become the main, second the floating head one) and use the mix mode "Add" and set the mix set to "Vgroup A or B" , this is because we want B to added into A, if we do both, it would be a mess since we want to get rid of the floating head's weight group. Once you've applied it, and assuming you already placed the head in the correct position ([do this before merging the 2 meshes], you can do this by placing your 3d cursor on the neck bone of the body and then by selecting the head's neck bone [the one with the same name] in pose mode and pressing shift+s to move the mesh to the cursor offset, then select all of head's bones and apply pose as rest pose, before applying the pose, apply the head's armature modifier, then put it back) delete the head's old weights and enjoy your model, you won't even need to merge the head's mesh with the body's, they probably cut the 2 on purpose as to use them with bodygroups.
OMG dude, you are a saint. This really helped a ton. (Note to anyone else that might read this after. ) After combining the models make sure you go into each individual mesh and link the armature back.
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