btw, you can modify skinned meshes without redoing the skinning aspect, just dont delete or add vertices, you can move elements, vertices, polygons, etc without touching the skin modifier, very useful if you just want to make those boobs bigger or those thighs skinnier or want to add smoothing cause that seems to get lost on import sometimes, just click on the mesh in the modifier stack, select your sub level and work with it
This is exactly what I am attempting to do--modify a skinned mesh. The one I am working with appears to have a reasonably good working structure. I'm just trying to develop a process by which I can modify it without losing the working rig. I have seen some promising results now, so I feel I can make the process I am attempting work. It's just going to take a lot of careful testing.
In reference to making the mesh an editable poly--I have been able to do that, modify the mesh, and export into game, and it seems to keep the skin just fine. For now, I am going to try to avoid welding the verts, because that seems to cause me more headaches that I don't know any good solutions for. I'm going to see how far I can push things with the edges like they are. Later on, I might get more brave, but I am trying to just get a process that works for now.
Oh yeah, and my "starting simple" comment was meant as ironic. I realize I am taking on something rather complicated. It is part of my particular form of madness. A weapon would indeed be a much simpler place to start, but I am more interested in seeing what I can do with a body.
By the way, the Geck part of the process is turning out to be much simpler for me--I have already figured out how to make a new race, assign it its own body, and assign the race to particular characters as I prefer. Once I am able to produce a body mesh I like, the new race I am thinking of should be relatively easy to implement.
