Ok, I’ve been watching and studying a bunch of tutorials on armatures and adding weight paint to a mesh when its deformed from the armatures. But I’m having a slight problem that I dont know how to get around.
Basically its a game model I’m making. A lizard. I modeled this lizard and left a blank opening all the way across his mouth so I could add in bones and spread the mouth apart when the mesh was finished. But the whole point of that was so I could make the interior of the its mouth, then join the 2 meshes once thats complete.
Problem is when the model is skinned and weighted I cant take it into edit mode because when I do that the entire mesh is back to the way it was when I made it, the lizards mouth is shut. But clicking back onto object mode and the lizards mouth is open again. So thats doing me no good if I cant add the interior of his mouth if its shut again.
Also,… If I add bones and weights to the mesh, deform it a little, then go to join another mesh with it things go wrong. For instance if I click the interior of the lizards mouth first then Shift+click on the body and join the meshes, the interior of the mouth will deform and go all whacky when I move it. But if I select the body first and then the mouth and join them the mesh will return to its original form and I lose all the weight information that I worked on.
I guess what I need is a way to edit the deformed/weighted mesh in edit mode. And a way to join the interior of the mouth to the original body of the lizard without losing weight data and without having the interior mouth go all deformed when I move it inside the weighted mouth of the lizards body. If there is a way to do all that. This is driving me nuts.
Hope all this doesnt sound too complicated.
So I’m greatful for any answers anybody can toss my direction. I appreciate it.