hello there, I'm working on a character that has some armor pieces. What I want to achieve is that the armor pieces go as tight to the model as possible but making them feel as rigid as possible, to resemble real armor. My model is being rigged in a "T" shape. Here is a WIP pic of how the armor looks:…
Yep, if you don't want it moving all the way down with the arm, I would seriously consider skinning it 100% in the up position, maybe add some geometry to make it look like it's supposed to be there (Or add another piece of armor to cover the top of the shoulder and let it this one move with the arm.)
Not sure what engine you're doing this for, but you might try and set up some helper bones, either procedural or not. Usually when im doing characters with armor, i tend to treat that sort of thing as almost a separate character and build in special rigging considerations for it. I'm not sure how easy it is to do in Max,…
well the engine won't support morph targets either, and I can't really go around scaling bones because I can't add more bones either hmm my latest test involved abit of manual mesh adjusting, resulting in this: http://www.shalinor.circustent.us/elium/screen_shots/armortest4d.jpg this is how it looks on 100% weight on the…
sorry for the wrong link, it's fixed now. I'm making this for the Nebula2 engine, but that doesn't say much by itself. What does say much is that I'm using the same skeleton as the character uses, and (since our engine can do it) we're making bones be shared among characters (we use paperdolling), which means I can't go…
there's really no way to do what you're trying to describe with just weighting. a piece that's supposed to appear rigid really should be weighted 100% to one bone. Unless you can use some sort of morph target, you're probably not going to get great results. The only other sort of suggestion i could make would be to…