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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.