Weight mapping long coats, dresses, capes, and kilts

Has anyone made a tutorial for tips to help make these types of garments move properly with posing of the figure?

I've experimented with weight maps, but I still have problems. For instance, the pulling action against fabric is different to the pushing action of, say, a knee moving forward. If anyone has discovered tips and secrets, please share.

Comments

  • WilmapWilmap Posts: 2,917
    edited December 1969

    Best way to rig this sort of garment is to add ghost bones. I use Sickleyields rigging utitlity and it does a great job on my free items.

  • edited December 1969

    Thanks--I'll check that out!

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Sickleyield has a rigging utility?

  • ToyenToyen Posts: 1,888
    edited December 1969

    I´m not sure but doesn´t the transfer utility knee-length dress have some automatic ghost bones as well? The knee-length dresses are okay, even if the folds don´t look always natural.

    But conforming dresses longer than that probably won´t bend realistically unless we get a full dynamic clothing option to clothify any mesh in DS.

    Also for when the leg bends forward for example, you could create a JCM but to create one, you´d need a good clothing simulation in your modeler I guess.

    As for capes I´ve never tried one but they should be easier to rig since they do not collide as much with the figure as a long dress.

    I´d create a single bone chain, skin it to the mesh and smooth the weights and see what that´s gonna do.

    Also add controls to easily pose the IK joint chain (if possible in DS).

    Won´t probably look like real cloth simulation as well but that´s as good as it gets I think.

    If you wanted a realistic cape cloth movements (like wind_left or wind_right) then you´d need to create this with a morph which again, will require cloth and wind simulations in your modeler.

    Coats are one of the better looking items even with no clothing simulation. The problem here is that right now, the mesh can only collide with ONE other mesh and that´s usually the figure. That means that whatever the figure is wearing under the coat, might poke-through the coat mesh.

    (If there actually is a way how a mesh can collide with more than one other mesh, please correct me).

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