tonygib
11-15-2002, 11:10 AM
I have started to really progress with my new human character and am getting to the point of thinking about how the animation rig will be set-up. Right now I am having a problem with how to use the skin modifer on a multi-object character. As you can see the current state of the modelling below, some of the clothes will basically need the same skin (vertex) assignments as the main body. The skirt isn't a problem, as that will be moved by a cloth simulator (Simcloth is the most likely one at the moment), however the other clothes give rise to a couple of questions:
1. Under the clothes is still a full model, which will be animated with a character rig using the skin modifer on the bones setup. Now the thing is, if I spend my time seting up the skinning for say the bones that will control the top half of the character, then for the most part those same bones should have the same effect on the clothes top, since that Top is pretty well skin tight, as the under lying body moves, it should move much the same. So I am wondering what you do, is it a case of a skin modifer on both objects, using the same bones and ten bassically adjusting the vertices manually till things are pretty well the same or am I missing something?
2. The answer to 1 partly leads to question two, in that what do you do if the same character will have different/extra clothes over the course of an animated project. Thats the reason why I want to skin the under lying body, with the hope that there is some way to then add different clothes and have them "use" the base skinning without the need to manually skin each addition clothing to match the body skinning.
So, in a nut shell, how do you handle the skinning of a character with multiply objects that may change over time?
1. Under the clothes is still a full model, which will be animated with a character rig using the skin modifer on the bones setup. Now the thing is, if I spend my time seting up the skinning for say the bones that will control the top half of the character, then for the most part those same bones should have the same effect on the clothes top, since that Top is pretty well skin tight, as the under lying body moves, it should move much the same. So I am wondering what you do, is it a case of a skin modifer on both objects, using the same bones and ten bassically adjusting the vertices manually till things are pretty well the same or am I missing something?
2. The answer to 1 partly leads to question two, in that what do you do if the same character will have different/extra clothes over the course of an animated project. Thats the reason why I want to skin the under lying body, with the hope that there is some way to then add different clothes and have them "use" the base skinning without the need to manually skin each addition clothing to match the body skinning.
So, in a nut shell, how do you handle the skinning of a character with multiply objects that may change over time?
