How to rig properly, when model consists of multiple, not connected meshes? How is it done in the industry?Here I have a model with suit (2 meshes), shirt, head and legs being separate meshes. Should I just redistribute weights in some clever way, or should I somehow connect these meshes/do whatever magic there is possible that I don't know of?
the weights should affect all areas below and above.if you are having trouble with painting them just move the meshes you don't wanna see to a different layer then bring them back
>>559241Thanks, I'm doing that and it seems fine.But how about thinks like picrel? I have placed full weight on the foot and the leg, and leg seems to rotate with less degree, especially it's bottom, while it's weight is full. Do I fix this with bone constraints, or this shows there's something wrong with the model?
>>559251nvm, got it. Other bone was also influencing the pants. I thought I checked it all, but I didn't.
I just wanted to share this
>>559381"Ever wonder what the bottom of an avatar's shoe looks like? WELL BAM!"
>>559381Ayyy you're from Bioware, right?
>>559239If you have a body mesh, and a clothes mesh very close to the surface of the body, unless the verts align 1-1 you will never be able to rig it without clipping. Industry standard is to delete the parts of the body that are hidden by clothes.
>>559535Or in some cases to make the geometry invisible.
>>559381Jfc how many boards do you fuckin surf man?
>>559539More like swap geometry.
>>559645A lot
>>559381Isn't that the C4D primitive guy?
>>559697Me too man...