I have a KineFx character with many facial bones on the skeleton. The character was imported from another application.
I'm trying to work out how I can delete these facial bones and move all of the skin weights from the deleted joints to the "head" joint, so that those parts of the skin continue to follow the head when the skeleton is animated.
So far I've been neck deep in vex code trying to figure out how to do this but have had no success yet.
Does anyone know how this might be done?
Is there a simpler way that I'm completely missing?
Thanks