» Thu Jun 24, 2010 10:14 pm
Blender is totally free. Just download a copy and use it. It does have a steep learning curve, especially if you learned another tool and have to rethink everything, but it's not hard to learn to do the few things you need here.
Bone weight copy is as simple as 1) select "from" mesh, 2) Select "to" mesh, 3) Launch copy script, 4) select level of fidelity, 5) wait a while so it can calculate the new weights.
The mesh you're copying to cannot have any existing weights, so you might have to clear those first, which is a bit more laborious, as you have to delete the weighting to each bone in turn, but it's simple to understand. I do this mostly with a freshly imported mesh from another tool, which doesn't have any existing weights. Come to think of it, you could export without weights and reimport to clear them all at once if it's faster.
My standard process for making clothes/armor is to model in 3DS MAX (gmax is a free version of the same software) and export without weights. I then import into Blender and copy weights off a standard unclothed body mesh, so that the neck, wrist etc. have the same as the adjacent body parts. That's just because I learned to model in MAX and Blender's UI is so different. If you don't have to unlearn anything, you can do it all in Blender (did I mention it's free?) Blender also has the better support in terms of import/export scripts - but some of that is because my copy of MAX is a very old version, and it costs a fortune to upgrade that.
If you have the model in MAX or Blender, it's worth deleting the parts of the mesh that are covered, just because it reduces the size of the .nif file, which makes it faster to process the rendering and animation. Polygons that aren't there don't even have to be ignored, and they can't poke through anything either, so errors in weighting won't show as much.