multliple objects and skinning

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 07 July 2013   #1
multliple objects and skinning

i seem to always have problems when i try to skin clothes on top of a figure. i can't get the clothes to bend in sync with the figure.

does anyone here have workable methods?

i see it all of the time, so its gotta be a do-able thing lol

thanks
 
Old 07 July 2013   #2
Basically think of it as the joints being centers of rotation. Points in different initial locations will rotate differently in relation to the joint. So if your clothes have unique geometry it will not rotate along the same path. One solution is to increase the resolution or to adjust the placement of the points in the cloth mesh. Another is to do corrective morphs back in - Max right? Or Maya. I forget which one you use.
__________________
Richard Culver
Protfolio Facebook WIP1 WIP2
 
Old 07 July 2013   #3
its Max... yeah. thanks for the advice. so far it's kind of a difficult thing to pull off. hopefully over time i'll get the nak
 
Old 07 July 2013   #4
Another thing I forgot. In many cases you can simply remove the body from under the clothes where you don't see it anyway. Also if you are not going to run simulation on clothing in general, design the clothing to be the body object. and you can do things like connect wrist and ankles to sleeves and pants. No underlying limbs or torso at all. Connect the inside of the collar to the neck and/or chest and animate the whole thing as one object.
__________________
Richard Culver
Protfolio Facebook WIP1 WIP2
 
Old 07 July 2013   #5
making the clothes apart of the character is what i've been doing so far. your right it is not a bad way to do it.

but i'd really like to get more control over this part of the process. and in the end i think it looks a little more natural.

hey! thanks for the great insights.
 
Old 07 July 2013   #6
cool, also I am not sure what max has in the way of corrective morphs and actually come to think of it I am not sure how you tie this in with MotionBuilder. But basically corrective morphs are blend shapes that get tied in automatically with a joint rotation. useful for bends at the knees and elbows etc. But you can use them for anything. Even could possibly to it post MoBu back in Max. Another thing to consider in the process.
__________________
Richard Culver
Protfolio Facebook WIP1 WIP2
 
Old 08 August 2013   #7
so i've ended up with a good solution here.

In Max to get body and cloths to move together attach all of the geometries until it's one shape. this keeps the materials all separate. and then when skinning the weights will match up very closely.

thanks for the help. Hopefully this helps anyone else with the same question.
 
Old 08 August 2013   #8
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:54 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.