I want to do character modeling professionally in games and I realized last week that I have no clue how to rig a model with hard surfaces encasing or hanging off the character and therefore am not sure if I’m modeling them right. For example for a modern military shooter, the vest shouldn’t allow to much flex so should it be separate from the original mesh or parented to the character. Same thing with magazines attached to the vest. Then what about when you have characters that are a mix between hard surfaces with no flex and more rubbery surfaces, like the master chief from the halo series? Can anyone point me in the right direction please?
Rigging characters with armor or attachments on the chest
Cactus_Dan
#2
Howdy,
Well, hard surfaces are normally rigid bound (vertices have 100% weight to only one joint), while flexible surfaces are smooth bound (vertices have a blend of weight from more than one joint).
Also, it can be advantageous to add extra joints for individual pieces of armor and create extra controllers so the animator can make adjustments to the armor when posing the character.
Adios,
Cactus Dan
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