Hey people,
I've made a character for a cinematic we are working
on for school. This character has a lot of belts running along his body
though.
http://puu.sh/nxQuT/9879ea93c7.jpg We are going to use
motion capture for the animation and i'm checking how the deformation is
working on my control rig. This is proving an absolute nightmare to
skin though.
http://puu.sh/nxQyq/36e1fc0080.jpgbecause not of these
belts are part of the same mesh (all seperate objects but combined)
There is alot of intersection going on.
http://puu.sh/nxSGQ/0dc3bc611f.jpg http://puu.sh/nxSIy/e56ed633d0.jpgHow
do I approach this in terms of skinning. Can this all be done with
skinning weight painting and using the component editor? Or do I need
use cloth simulation somehow?
Cheers
Replies
You'd do this by:
1. Separating the belt geometry.
2. Skin Bind the separated geometry.
3. Select body, then belts then Skin->Copy Skin Weights.
Then you can continue to refine the weights by hand. It would've been wise to have the edge loops of the different geometry layers overlap so that deformation produces less intersection. You can still try wrap deformers but it will most likely give you bad performance.