I'm a bit curious about methods of rigging things like long coats, and other things that kinda 'hug' a character. Do you attach it to the legs? Give it its own bones? Some combination of both?
And on that subject, there's that cloth physics stuff. Is that done in the modeling software, or in a game's engine?
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depends on engine, i recomend the rigging women tread(cant find it now)
It would depend on the engine. If the engine supports it, hooray. If not, you could run a cloth-sim, point cache the result, apply some cluster centers to these verts, then constrain some bones to follow the vertex animation (turning a cloth sim into a skeletal animation, a la MGS4).
http://boards.polycount.net/showthread.php?p=1025443
The link above covers doing that in Max and its easily translated to Maya.
I don't see how creating a point cache would be relevant other then to make a back up of the sim?
I did mess up my post though, instead of cluster centers, it should be cluster constraints (cluster centers would have the opposite effect). Cheers for posting a link with steps though :thumbup:.