the easiest is to bind the skeleton to the low poly, and then convert to subd with proxy object. just never ever change the subd to standard - or the low poly with the skin weights is lostOriginally posted by Witchy
On binding how do you then bind the higher poly / subd version to the skeleton?
I've read about the lower poly mesh 'driving' the subd surface and in Maya Character Animation the chap links them all together and paints the weights on the lower one, but I don't see how the relationships work out- how does it 'know' to move the higher poly one in the same way?
I'm sure it's a stupid question which is why he doesn't explain it, but as I am master of the stupid question I thought I'd ask 8).