so yeah what's the best way to do this, don't want buttons stretching, but also don't want the position to change, which they are liable to do if I weight them 100 percent to 1 bone maybe skinwrap any buttons, clips etc?
sounds cool neox, will give it a try cheers EDIT - awesome, component editor is my friend, thanks for the feedback guys also I realised why I couldn't copy the keyframes of my characters arm symmetrically, it's because I was keying in scale, rotation and translation instead of just rotation doh
make sure you have your topology lining up with the buttons, if you have a vertex underneath it you can just copy the weighting over from that vertex onto your entire button
If you have multiple buttons and you want them to move individually, you will need one joint per button. Select all the vertices, go to Window > General Editors > Component Editor Select the Smooth Skins tab at the top Find the appropriate joint from the columns and set all those values to 1. You can select a range almost…
If this is not for a game asset then you could rivet a vertex or a face that you want the button to follow. I normally use HZrivet which you can find here or djRivet.
its for a personal project, just messing about really JohnnyRaptor, suffice to say I would like need to keep the extra bits as is. I wonder if some kind of point constraint might work or maybe the extra elements stretching a little won't be a big deal. skinwrap may just be the best option though
yeah I knew about the component editor, but its not really a case of me wanting them to move them individually. they should move with the cloth, but not deform if you get what i mean. if I set the weight of a button to 1 to say the chest, then it will slide about also is there an easy way to mirror a pose in maya( say left…