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Hey anons, I'm a part of an indie dev team and our animator is having an issue with multiple layers of clothing.

I'm just going to paste what he wrote on some other forums where no one fucking answered

>I would like some help with cloth rigging, specifically when it's multiple clothes on one character,
that have to move semi-independently like clothes do in real world .
>For example a character that is wearing a shirt and a vest, when he raises his arms
the shirt would fit and follow his body while his more rigid vest would be raised by the shoulders.
>I'd like to rig clothes that are bound to the joints, but I also want to be able
to move them with controllers, like "Malcolm's" rig.
>Thanks in advance

Basically we don't want there to be retarded unnatural stretching and underlaying layers of clothes to move when only upper layers of clothing should move. What is some effective way to animate multiple layers of clothing basically or at last create an illusion of such.
>>
>For example a character that is wearing a shirt and a vest, when he raises his arms the shirt would fit and follow his body while his more rigid vest would be raised by the shoulders.
I don't see what he's asking for. This could be achieved with standard weighting as far as I'm understanding.
You can add as many joints as you need to control whatever you want, so long as you're willing to weight them correctly.

>I'd like to rig clothes that are bound to the joints, but I also want to be able to move them with controllers, like "Malcolm's" rig.

This part doesn't make sense.
All joints you animate are usually linked to controllers to make things more animator-friendly.
Unless he means blend shapes? If so, I don't see the issue. You can do that.


Or does he want physics? It would helpful to see an example, because I can't fully understand what he wants.
>>
>>550064
Are you chumps using fuse models?
>>
>>550070
He means like when you raise you arms with a tight shirt the shirt generally conforms to the body but raise your arms in an unzipped leather jacket the bottom of the jacket also rises and expands.


>>550064
You need to understand the most important fundamental of clothes rigging to come up with a solution to your problem.

The topology of your clothes must conform with the topology of the body to prevent clipping

You can try this with a rigged base mesh. Duplicate the mesh and keep the weights, then extrude the duplicated mesh. You will note that there is mostly no clipping when you rotate your bones as usual. Now try to add or remove edge loops from the extruded mesh. Anywhere the topology differs, clipping occurs. This is unavoidable.

Now look at the tank top in your picture. Clearly you're going to need some weird toplogy in the shoulders of that base mesh to get the sleeves to rig without clipping.

In the case of the leather jacket arm raise has two issues. First, you can never get a jacket to raise based on an arm raise because an arm raise is a rotation and a jacket raise is translation. Even if you could, as described above, your verts will become misaligned and clipping will occur.

The solution is to rig a leather jacket with independent bones and translate the bones appropriately for the different animations. It adds more work for the animator, but that's basically how modern games do it.

The alternative is to use physics simulation. But cloth simulation of course has a performance cost.




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