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Model Change

Kangaroo has lots of good tools for dealing with model changes. This document gives you an overview of what tools you can use in different situations.

Same Topology - Different shape

When the topology and proportions are the same, things are relatively easy.

LoadDeformer() will load the files without issues since (by default) it's just loading by vertex order.

But blendShapes, such as in ShapeEditor or PoseEditor need some attention.

Same Topology - PoseEditor

See Pose Editor Model Update
You might be able to use the blendShape option. But if not - the warp option should work just fine, too.

Same Topology - Shape Editor model update

See Shape Editor Model Update

Same Topology - Other Target geos

Any other mesh you can just warp with the Geometry Tools

Topology change

Topology change - loadDeformers()

In the loadDeformers() can probably handle it on its own. Check when to not use Deformer Import Tool.

Topology change - PoseEditor

See Pose Editor Model Update
The warp option will do the trick here.

Note

In some cases when meshes got split into more meshes, you may have to do a few different hacks such as using the TOOLS -> wrap option

Topology change - Shape Editor

This is a bit of a manual hack, but not too bad. Check here

Topology change - Other Target geos

Any other mesh you can just warp with the Geometry Tools

Topology change - Custom Attachers

Custom attacher setups in the Puppet tool should be fine in most cases. Unless you specified a vertex.
More infos on Custom Attachers

Warning

It's easy to forget adjusting the vertex id! You'll know if later some ctrls suddenly fly around when you rotate some irrelevant ctrl. And for future consider not assigning vertex ids. They should only be done when really needed.

Different Mesh Names

Different Mesh Names - Deformers

If just one or two mesh names changed, check when to not use Deformer Import Tool.

But if you have a ton of different meshes, it might be worth looking at Load Best Fitting SkinClusters

Different Mesh Names - Custom Attachers

If you've used the custom attachers in the puppet tool, that's also a bit more manual setup at this point. You could open the puppet.rig file and text/replace if you are careful.

Different Mesh Names - Face Rig

If you have a face rig, you'll have to do more manual setup inside the build folder functions, adjusting names etc.

Recommendation

If you've already rigged the Face, try to push back on modeling if they want to change the mesh names! Very likely it'll be less trouble for them to keep a bad name than for you having to change name in all of the setups.

Different Proportions

Different Proportions - Blueprints

For different proportions you'll need to adjust the blueprints in the puppet tool.
If the topology is the same, you can use the warpXforms tool to warp the blueprint rig to the new model.

Different Proportions - Shape Editor

If the topology is also different, it's more complex. It's like creating a new character - check Shape Editor

Different Proportions - Face

And then basically every blueprint group in the mayaImport folder needs to be warped to the new mesh.

Maya Import Folder

It's also good practise to go through all the files in the mayaImport folder and check one by one to see which needs to get updated.
Especially when you've created a Face Rig, you might have a few files in there!
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