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Subdivision without losing weigths

Posted: Thu Nov 28, 2019 12:17 pm
by alvaro4899
Hello there,
This is something I've been trying to figure out for a long time.
I have a 3D model extracted from a game, it is already rigged and with the weigths set. What I want to do is subdivide the mesh of the model so it can be more rounded and detailed in the game (I export it to FBX). The problem here is that if I subdivide the mesh of the character the weigths break, so I can't move it anymore. Is there any way to conserve the weigths or adaptate them to the new subdivided mesh?

Re: Subdivision without losing weigths

Posted: Thu Nov 28, 2019 5:27 pm
by masterzone
I think is impossible because the weight maps are restricted to the single vertex of the object geometries.
If you subdivide it with SUB-D or other tools you loose the weight :(
Alex

Re: Subdivision without losing weigths

Posted: Wed Dec 18, 2019 6:45 pm
by alvaro4899
At the end I found the way! It was very simple, I just had to use a subdivision surface over the mesh, and then make it editable. Doing that you achieve a more rounded mesh, with more polygons without loosing the weigths.

Re: Subdivision without losing weigths

Posted: Wed Dec 18, 2019 9:13 pm
by masterzone
Thanks for sharing to us! Great to know!