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Best practice for migrating existing skin weights to mGear

Hello,

First of all, I apologize if there are any unclear expressions or mistakes in my English.
English is not my native language, so I am using a translation tool to write this post.

I am usually working as an animator, but for a new project I am also responsible for creating the rig.
I am currently building a character rig using mGear. I am still a beginner in rigging.

I am currently setting up a character model in mGear that already has a skeleton and completed skin weights.

The original model has clean skin weights with its existing joint hierarchy. However, after creating a rig with mGear, the joint structure and influences are different, making it difficult to transfer the original skin weights directly.

I have also tried Maya’s standard Copy Skin Weights, but it did not produce the expected result because the joint hierarchy is different.

So I would like to ask:

When using mGear to migrate an existing skinned character to a new rig, what is the recommended workflow?

For example:

  • Is there a common method to preserve and transfer the original skin weights as much as possible?
  • Is it more common to bind the mesh again with mGear’s joints and repaint the skin weights?
  • Are there other workflows commonly used in production environments?

I would appreciate any advice or insights from experienced mGear users.

Thank you very much.

Hello @take

I am replaying here in English, I hope it is ok

for what you describe I think the best option is to use ngSkinTools. It has a system where you can remap missing joint to other joints when import skinning.
But in general it is an intensive manual labor work :sweat_smile:
I hope this helps

1 Like

Hi @Miquel

Thank you very much for your reply.

I am still a beginner in both rigging and mGear, and unfortunately I don’t have anyone around me who I can ask for advice. I was really struggling with this issue.

Your explanation helped me understand the situation much better, and now I have a clear direction for how to proceed with this project.

I will continue studying rigging and mGear so that, one day, I can ask more meaningful questions and contribute back to the community.

Thank you again for taking the time to help me.

Best regards,

Try export deformer weights under the deform drop down, not export skin weights (the one under the skin dropdown). Exporting deformer weights captures normalized values of each vert’s influences, exporting skin weights captures a texture. When importing to your new mesh, experiment with “closest” and “nearest.”

instead of using the UI, I’d recommend using the python command because you get much more control. I linked the documentation.

Ultimately, Miquel is right. It’s a lot of manual work sometimes.

So it goes, and good luck!

2 Likes

Hi @tpd

Thank you for your reply!

Wow, I had no idea there was another approach like that. Thank you for sharing it!

I would also like to learn Python in the future, but for now I think it’s more important for me to build a solid foundation in rigging first.

The best way I can repay everyone’s kindness is by doing my best on this project and creating high-quality work. I hope that, through my work, I can give something back to the community someday.

Thank you again for taking the time to help me.

Best regards,