I’m… basically trying to frankenstein two finished rigs together. They are both humanoid, but I want to put rig A’s head onto rig B’s body – which doesn’t have a face, it just has a biker helmet over it. They both have very nice weights and controls, separately, but their controls are very specific to each of their bodies (one of them is buffer, one has a jacket, etc). I thought the easiest way to merge them would be to somehow reorganize the armatures so that the neck bone of rig A goes right where the neck bone of rig B is, and then deleting the body mesh of rig A and the head of rig B and reassign all the meshes to follow that combined armature. Literally stitching them together at the head. But I’m having trouble figuring out how to do so? I can’t just drag and drop bones in the outliner to reparent them.
What has sort of worked for me so far is just deleting rig B’s entire armature and reconnecting rig A’s skeleton to rig B’s mesh. It’s an OK temporary solution, but rig B has weight paints and vertex groups that A doesn’t have, and the weight painting is all messed up. Many of the common bones/vertex groups, like hands, and spine, have the same names already (convenient!). Re-doing the weights is a different problem, but if someone has an easy solution to that, go for it – in trying to reassign bones to vertex groups I gave myself a headache. I’m an animator, not a rigger, and I’d love to noodle this until it works rather than re-rig.
tl;dr, anyone know how to play dr. frankenstein in blender?