Replace bound geometry with a piece of unbound geometry
 
 
 

If the unbound geometry you want to replace the skin (bound geometry) with has been freeze transformed to a different scale and translation than the skin, then do the following steps to prepare your geometry for substitution.

To prepare freeze transformed geometry for substitution

  1. Select the skin’s skeleton, and then select Skin > Go To Bind Pose.
  2. Select the unbound geometry, and set its Translate and Rotate XYZ values to 0 0 0 and its Scale XYZ values to 1 1 1.

    The skin and unbound geometry should now be roughly at the same position in XYZ space. If they are not at the same positions, you need to move the unbound geometry so that it appears to be on top of the skin in your scene view.

  3. Select the unbound geometry, and then select Modify > Freeze Transformations.

    You can now move the unbound geometry or skin where ever you want or scale them, and the Substitute Geometry operation will produce desirable results.

To switch your character’s bound geometry with another piece of unbound geometry

  1. Select your character’s bound geometry or skin.
  2. -click the polygonal object that you want to swap with the selected skin.
    Note
    • When the piece of unbound geometry you want to swap is the duplicate of a skin (bound geometry), then Substitute Geometry will only produce valid results if the skin’s skeleton was at its bind pose when it was duplicated.
    • The unbound and bound pieces of geometry do not have to overlap during the Substitute Geometry operation, but for the operation to produce desirable results, the unbound and bound pieces of geometry need to have been created at the same XYZ position and size.
  3. Select Skin > Edit Smooth Skin > Substitute Geometry.

Limitations

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