So I'm re-rigging Anna !
Using abAutoRig 3.3 and also doing facial rigs.

And so Ian helped me to go about the rigging in 3D2 on the annav2 - and that is made up of the meshes that I exported from anna.mb as objs. But alas, I realize that I should have used the original anna.mb, as I still want to keep the blendshapes. I should have simply detach the skin(s) from the original skeleton, and go from there, thereby retaining the blendshapes.

So what I do now is:
Import anna.mb into annav2, detach anna from the old skeleton, then copy weights from annav2 to anna. This is my annav3, :-) In this way, I will have the blendshapes of anna, and the painted weights WIP from Ian's 3D2 session.

0. annav3 - is annav2 with anna.mb imported.

1. detach skin, char, eyes, dress from the anna.mb skeleton - now the mesh shift back to the original unbounded pose (which is the same as the meshes duplicated for the Blendshapes)

2. now bind to the new skeleton (which is from annav3)
    (i leave annav3 bounded as well to the new skeleton)

3. also i need to add influence on the 7 joints that had been bounded on v2 (so that the when copied will be the same as annav2). <-- do this first before copy weights since the weights were also based on these influences.

The seven joints are:
LUpperEyeLids_1_joint
LLowerEyeLids_1_joint
L_Cheek_Bone_2_joint
L_Cheek_Bone3_joint
UpperLips_5_joint
LowerLips_2_joint
LowerLips_1_joint

4. now I copy skin weights - i tried the default copy (by spatial) but it isn't ideal -checked the jaw control deformation is not OK; so should copy skin weights by UV (also Bashir said on 26/3/12 during the rigging workshop that since mesh has moved should copy by UV) and it works - tried in class. phew!





As I'm rigging there are various things I find useful to record here:

1. paint weight - select the joint by right clicking on the joint, then "select influence"

2. copy weights - select the mesh to copy from then shift select the target mesh, and Skin>Edit Smooth Skin>Copy Skin Weights. I find the information from [1] to be really useful - see pp. 421, 455.



Useful References:
1. Learning Autodesk Maya 2008 The Modeling and Animation Handbook