“I wonder why you need a second skeleton at all”
If I keep backup skeleton copies of my sockets, these are other skeletons
then
if I make minor changes to the FBX like adding a bone or doing something that causes the existing skeleton to become invalid,
:
I would still like to copy the sockets over to the new skeleton for bones that do match
So the case I am highlighting is if NEW bones are added but existing ones are not removed
It should not be too hard to scan two skeletons and match sockets for any matching bones in the other skeleton, even if one skeleton has more bones
I would not expect this feature to work for two completely different skeletons
But for any bone names that match it would be nice to transfer sockets
I have had my skeleton become invalid and had to remake sockets because the new skeleton was considered fundamentally different for some reason
I dont have repro steps for that cause I dont know what I did wrong in 3ds max that caused the existing skeleton to become invalid upon re-import of the skeletal mesh
All in all my point is to have as maximally flexible of a socket transference system as possible
since sockets take a looong time to get just right and I have a ton of them
I’m very worried about making changes in 3ds max, the skeleton becoming invalid,
having to make a new one
and not being able to transfer sockets even though the bones names actually do match
#Summary of Benefits of a Flexible “Copy All Sockets”
I’m not actually talking about a case where the skeletons are totally the exact same, I am talking about a case where there are a majority of or all bone names matching, but the skeletons are considered different due to some 3dss max tweakings of some kind
It would be AWESOME if socket transference could still occur in those cases
case 1
it would save me hours of tedious work recopying and tweaking sockets for essentially the same bones minus some sort of weird 3ds max skeleton change.
case 2
Or if someone added bones intentionally this would be very very helpful!