Thanks for replying Chris.
I try to work very clean to avoid issues like this, since I am not a full time TD.
Here are the details:
I tried to copy the skin with the mGear>Skinning>Copy Skin.
I have a version of the character that is divided into several meshes, and another version of the same character in which meshes are combined ( all meshes are clean…history deleted, transformations frozen, etc…).
I skinned the multi meshes character for convenience purposes.
There were no deformers, blendShapes, lattice or anything on it beside the skin cluster.
I deleted NG custom nodes before I tried to copy.
I skinned the target mesh with an untreated skin cluster. I think I did it to the same joints, not sure if that matters.
I did select the skinned mesh last.
Since you can’t select multiple skinned meshes as the last one, I tried selecting just the target mesh and one of the skinned meshes, just to see if it works, but I get that error.
I also tried combining the skinned meshes with “combine skinning” on (like Miguel does in his data centric workshop on YouTube) and copy from that one.
In both cases I got the error.
What I’m trying to achieve is a combined meshes skinned character, but I don’t think I can have the combine in the history because I doubt FBX export and Unity will support it.
I also tried to export the skin from the combined mesh with “combine skinning”, then unbind skin, delete history, re-skin and import the skin back to it. But in this case some of the weights get messed up and also some vertices around the heels deform to an off-model position in bind pose.
Any clue to what I’m doing wrong or what I can do to achieve the end result?