Im currently working on a set of shirt type misc items, one for each class. I can model them fine but when it comes to rigging i just cant get everything to flex right, especially the sleeves. My process has been this:
- import two meshes rigged and unrigged
- delete the unrigged mesh except for the faces that the shirt will cover
- expand from this base to create model
- skin model to skeleton
- transfer skin weights from pre-rigged model to item model
- export new model and skeleton
This works for the most part, certainly better than painting all the weights from scratch, but its far from perfect. Theres a good amount of tearing and stretching that im having a really hard time getting rid of. sometimes fixing one area breaks another, and some problems appear nearly impossible to fix. Is there something i can do to make this process go any smoother or is weight painting just the bane of every 3d artists existence?
TL;DR what is the most efficient and accurate way to skin a misc item to a character model?
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