We’re having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)
Maya seems to take the UV’s for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV’s that are supposed to be clean and dedicated only to the main mesh.
Any ideas how to save weights and mirror weights for meshes like ours?
I believe you are going to need non-overlapping UVs for this. My advice would be to create a temporary UV set just for the weighting transfer. You can just use the auto mapping; you don't need them to look nice. Use that set to manipulate the weights, and use your custom UVs for texturing.