Hey I looked into our
Wiki regarding this (btw
@Eric Chadwick I think it's not ideal to mix it into the Rigging topic as it deserves it's own spot imo)
But I'm wondering if there is any new or updated tips and tricks (also focused towards blender a bit) how this can be done in the most efficient and practical way.
For now I think
this is my best bet but I don't have a lot of experience with those complex topology structures and not much knowledge about new technology used in films and vfx for these cases.
Cheers!
Replies
For example the cyberpunk chars
https://3images.cgames.de/images/gamestar/287/cyberpunk-2077-gangs_6113512.jpg
There you have layered stuff and also rigid pieces like metal braces which should ideally not deform in itself.
Of course you can go the manual way but this becomes very time consuming.
If the topology decently thought out, and it'll have to be to make the skinning less problemmatic, like loops and verts on all the layered bits matching up, at least roughly, I'd guess some voxel skinning would get you a good start. For overlapping bits there are skin wrapping/copying tools that can transfer weights about. There are probably ways to take a main reference well weighted humanoid model and use the weights on that on everything else so everything is very close if there is some modularity with meshes. Then the ol manual cleanup. You might find there are bones for some hard parts on characters, like shoulder pad bones or something, but you might also find some clipping or blend weights on things that you would normally not deform and be rigid, like hard plates on arms.
This
https://www.youtube.com/watch?v=HSp3fNDzb74 check latest videos on it, seems very handy.
Might be what you want since it seems straight forward but you have to dish out a bit of cash for it, which in the grand skeem(is this not a word?) of things seems minuscule to the amount of work one has to do for multiple characters.
Hope it helps.
https://3images.cgames.de/images/gamestar/287/cyberpunk-2077-gangs_6113512.jpg"
Well ... what precisely do you think would cause problems there ? Most everything on these characters would probably behave nicely by simply transferring the weights directly from a base naked body and smoothing a few places here and there. Just because a leather strap sits "on top" of a pair of paints doesn't mean that it isn't welded to it on the actual model.
Also, anything (or rather, nothing) can be assumed about the behavior of these models from a static image. What do these characters look like in motion ?
Also, do you have a practical model that you are testing these things with ?