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daft-crut
11-04-2006, 01:28 AM
Hi Everyone!

I have a question on rigging an armor. I have this character rigged and skinned:

http://img299.imageshack.us/img299/4184/questionlz4.th.jpg (http://img299.imageshack.us/my.php?image=questionlz4.jpg)

my problem is the armor around the waist. I've divided those armor into each part, and what I've done now is skinned it, but I really would the armor to be rigid, but not overlapping with the model also at the same time. I tried linking into the thigh bone, at some degree it overlapped the body, is there any way to link this armor but also prevent the overlapping (collision detect perhaps?).

Thanks!

Illusion-shadow
11-04-2006, 04:13 AM
There are a few way to rig this, and I am only going to describe a couple:

one way I would do this is to rig it and then on some part of it use the cloth modifier to drive to deformation of the armor. This way is pretty good if you know how to use cloth and can prevent intersecting of the mesh, but not good when you have to modify the animation once you have finished the cloth simulation.

You really don't want to set up more bone to do this, since you will have to set up the expose tm and reaction manager to get is to work, and it might be a bit time consuming.

An easy way is to use skinmorph to prevent the intersecting on the mesh. Apply skinmorp at the default pose and add your upperleg bone, then animate the leg to a point where the mesh and armor intersect. Once you have done that, create a new morph and edit the morph. It's pretty simple, try it and let me know if it work.

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11-04-2006, 04:13 AM
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