Anyway i didn't said is bad, if is working in the actual game, then that's what matters, i also when i do public stuff i really don't give a crap how is the result, BUT when i do private stuff, meaning players here's how i do them right:
- first i import the player i want to swap, SMD and bones and wight
- then i import the player i want to swap and position/pose/scale i mean whatever is meant to be for it to fit the initial player mesh..also i don't import not a single bone, just the mesh for this
- then i move the bones from the main base to match the pose of this new mesh i want to swap
- now what's teh most important thing of ALL, is on this second mesh, WHATEVER attachments are on this [bags/holster/helmet etc] i mean all that represents soem attachment, i just detach from it
- then leaving the second mesh player with only head/clothes/arms/legs etc and nothing else and then i use the skin wrap to transfer the weight from the main base mesh
- so after all is done , then the rest of the attachments i just simple link them to bones, meaning for example i have soem helmet, i just link that to the head bone, therfore when u'll use the neck will work great, same goes for holster, knife or whatever it may be, i just link them to bones and NOT to the weight, this way will be more better
Then at the end if after the skin wrap, some weight acted weird i just use the "Paint Weights" option, so i choose envelopes, then that paint thingy and i just select a bone, then it will show me what weight that bone is using, then i just paint and i just add a manual correction to the weight..then that's that.
This is the same as in Maya/Blender/3ds Max/Cinema 4D
Other way in CSS, is to just import some mesh with skelet and link the bones from it to the inital CSS skelet..it takes time, but works
I don't know, this is the simple method i could think off..if by any means u use Milky, i advice u NOT using when importing/exporting players weights, Milky ALWAYS fucks weight, is good for other things.Cheers!
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