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How to rig properly, when model consists of multiple, not connected

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Thread replies: 14
Thread images: 5

File: Modelson.png (150KB, 951x558px) Image search: [Google]
Modelson.png
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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
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File: Modelfuckson.jpg (79KB, 1033x475px) Image search: [Google]
Modelfuckson.jpg
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>>559241

Thanks, 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?
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>>559251

nvm, got it. Other bone was also influencing the pants. I thought I checked it all, but I didn't.
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File: FB_IMG_1491493437855.jpg (18KB, 498x519px) Image search: [Google]
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I just wanted to share this
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>>559381

"Ever wonder what the bottom of an avatar's shoe looks like? WELL BAM!"
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>>559381
Ayyy you're from Bioware, right?
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>>559239
If 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.
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>>559535
Or in some cases to make the geometry invisible.
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>>559381
Jfc how many boards do you fuckin surf man?
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>>559539
More like swap geometry.
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File: 1489581010298.png (8KB, 205x246px) Image search: [Google]
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>>559645
A lot
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>>559381
Isn't that the C4D primitive guy?
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>>559697
Me too man...
Thread posts: 14
Thread images: 5


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