I cannot find anything on google and blender community or elsewhere that addresses the issues I'm looking for but as it stands right now, if you have a posed character that is anything other than the rest pose, transferring weights from one mesh to another in weight paint mode (or using parent deform with automatic weights) it essentially “doubles” up the deform once you set up armature and fails to be accurate at all.
I wanted to move the mouth of my character so it would be easier to line up the mesh surface and make a transfer. I have both of the same armature, one of them changed in a custom pose that I have modified. If I want to avoid the problem, where the mesh deformer doesn't move, I can apply the armature of my source character or apply full transformation to the value of 0 but the problem is that if I do this, I essentially create a default position where the mouth stays open instead of closed and I would not able to reset the bones back to its original rest pose.
Why isn’t there an easy way to transfer weights from a posed character mesh?
I wanted to move the mouth of my character so it would be easier to line up the mesh surface and make a transfer. I have both of the same armature, one of them changed in a custom pose that I have modified. If I want to avoid the problem, where the mesh deformer doesn't move, I can apply the armature of my source character or apply full transformation to the value of 0 but the problem is that if I do this, I essentially create a default position where the mouth stays open instead of closed and I would not able to reset the bones back to its original rest pose.
Why isn’t there an easy way to transfer weights from a posed character mesh?