detachable arms (how to make them work)


#1

hi cg community,

i need a bit of help from u guys.

i made a character without any hands. i made arms for him as a seperate mesh.
i did so because i have trouble rigging the shoulders of characters.

so now i have 3 meshes, one for the body and one for each arm.

this is where i need your help.how do i go about rigging the character in such a way that the bones of the character are the same while the mesh r different.

hope my plea is answered.

thanks guys
keep rocking


#2

Why don’t you attach the arms etc to the body?

If there is a valid reason not to then I think you can just use the skin modifier on all the parts and use them same set of bones for each part… if that makes sense…


#3

hey shuntis dude,

thats real kool. i had thought of the first method that u suggested but i dunno y i kept feeling that it might not work.shucks.
the 2nd method sounds real kool too ;).thanx.

rock on all of ya ppl :bounce:


#4

I’m having the same problem as coolbird… However, I already started skinning my character and when through a lot of work while doing it. I know, I regret it now so much!!! I thought that it would be an easier way for unwrapping my textures and keep them organized.

So I have a main torso, a set of legs, a head, and my arms are sepparate (I had both arms as different objects but then I wasn’t able to mirror my vertex weights and envelopes so I merged them into one). I now managed to paint my border vertexes with very similar weights so that there is not much empty space between objects.

Ok, now here is my problem… My plan was to put some cloths on top in order to cover those spaces (and also as part of my character design). So now that I tried to test and similute some clothing, I’m getting some very ugly deformations on those gaps. It’s very bad!!! Do you know of any way that I could fix the problem. Please, I’m very desperate!!! :scream:

I can upload some screen captures if you can’t understand my problem. Thanks!


#5

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