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The easier way to do it would be to just rename the bones (which will rename the vertex groups) to what they need to be based on the other armature.
Animations will not work if you do this and are planning to bring those over as well because animations are based on the armature that they were created with, which is not the one you renamed the bones in.
And if you're planning to bring animations from the original armature, they will be broken because of the bone name changes. The only animation that may work is the one that was active when you renamed the bones.
What I've done is simply renamed the bones manually, as that at least allows me to easily parent parts of certain models together. It'll certainly do for the time being before I try anything more elaborate.
Thanks!
LOL!!!
Hopefully it was informative enough for you though.
Can I change the orientation of one model's bones so that they match the orientation of another? These two models that I'm trying to merge don't have the same bone rotation so they deform horribly when zeroing them to one another. I know how to work around this bit it would just be more convenient in general if there was a way to fix this in Blender.
If both models are depcompiled and in Blender you may be able to use some sort of rotation constraint, (I would do this on a duplicated armatures to see if it works). Once the constraints are created from the original to the target, you may be able to apply them, make the target a real armature (apply pose as rest position) and use that new armature to test.
But I would not get my hopes up as constraints are made in Pose Mode I believe, not edit mode and may may rotate mesh to the new position, I personally haven't tried doing this.