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Bonedaddy

by Chuggnut·Workflow

Illustrative cover generated by AnyPlugins — no product screenshot available.

Why we like it

Bonedaddy earns its place in the scriptspot library as a focused fix for a specific problem: recovering skin weights lost when a skinned object's mesh is changed. Rather than redoing the weighting by hand, you save it out and put it back by index or by position.

What is Bonedaddy?

Bonedaddy is a script for 3ds Max, developed by Chuggnut, that handles the weights of a skin-modified object. When you change the mesh of a skinned object, any manually set up vert weights get lost. Bonedaddy saves those weights out and lets you put them back, so the work you did on your skinning isn't gone after a mesh edit.

The script gives you two ways to restore weights: by index or by position. Both aim to return the weighting you had before the change. The developer cautions that putting weights back by position can take a long time if your object has a lot of faces, which is worth keeping in mind on high-density meshes.

The version listed here is 2.3.5, and it's available through Chuggnut on scriptspot. For the download, along with any usage notes, the developer's page at chuggnut.com is the place to go.

Who is Bonedaddy best for?

Bonedaddy is best for 3ds Max artists who need to preserve and restore skin weights when editing the mesh of a skinned object.

How much does Bonedaddy cost?

Bonedaddy is completely free to download and use.

Key features

  • Saves out the vertex weights of a skin-modified object
  • Puts weights back after the mesh of a skinned object is changed, recovering manually set up vert weights that would otherwise be lost
  • Restores weights by index
  • Restores weights by position
  • Note: restoring weights by position can take a long time on objects with a lot of faces

Tags

#skin weights#vertex weights#skinning#rigging#3ds Max#Chuggnut#workflow

Frequently asked questions

How does Bonedaddy restore lost skin weights?

Bonedaddy saves out the vertex weights of a skin-modified object, then puts them back after the mesh has been edited. It offers two methods for restoring weights: by index or by position. When you change the mesh of a skinned object, any manually set up vert weights get lost, and Bonedaddy is built to put them back. Which method you use depends on your object, but both aim to recover the weighting you had before the mesh was modified.

Why can restoring weights by position be slow in Bonedaddy?

Bonedaddy offers two ways to put weights back: by index or by position. The developer cautions that restoring weights by position can take a long time if your object has a lot of faces. If you're working with a high-face-count mesh, expect the by-position option to run slower than it would on a lighter object. The by-index method is the other choice Bonedaddy provides for putting weights back after a mesh edit, so you can pick between them based on the object you're working with.

What version of Bonedaddy is available for 3ds Max?

Bonedaddy is listed here at version 2.3.5. For the most current release, along with any usage notes, check the developer's page at chuggnut.com. Version details can change over time, so the developer's site is the best place to confirm what you're downloading and whether newer builds exist. Getting the script directly from Chuggnut also helps ensure you have the complete, correct version for saving and restoring skin weights in 3ds Max.

Is Bonedaddy free to use?

Bonedaddy is listed as free in this catalog. For current licensing terms and any conditions on use, head to the developer's page at chuggnut.com, since terms can change and the developer is the authoritative source. Downloading directly from Chuggnut also helps ensure you get the correct, complete version of the script for saving out and restoring skin weights on a skin-modified object in 3ds Max.

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