Realism between character and prop

There are situations in which a character interacts with an element and does not look so real.

Some examples:

Holds a pencil between his fingers to write.
Holds a cigarette between your fingers or between your lips
He brings food to his mouth and touches his lips.
Touches his own arm or face with his fingers

Many times it seems that the prop "cuts" the figure (finger, mouth, arm). And it doesn't do it in a smooth way, like the surface is smoother and conforms to the prop. Or maybe the prop should fit more smoothly.

There are many more examples, where there are small details.

For example, I have seen videos and tutorials that use dForce simulation for clothing when a character sits down. I have also seen work with collision options.
Would the same apply to get more realism with any part of the body that you interact with a prop?

Thanks!

Comments

  • margravemargrave Posts: 1,822

    While you can use dFormers and the smoothing modifier, both have drawbacks. dFormers will move vertices based on the figure's A-pose, so it's next-to-useless for dynamic posing, and the smoothing modifier will warp things like fingernails and eyeballs that should not be smoothed.

    Long story short, beyond very simple stuff, you need to make your own morphs.

    You can cut corners, for instance by applying a smoothing modifier, exporting the figure as an OBJ, and reimporting it as a morph. Then you can just remove all the vertices you don't need so the morph only affects the problem area.

    Beyond that, you need to get comfortable with using Blender to shape the figure how you want it. Research sculpting and proportional editing.

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