Let’s Make Clothing! Tutorial thread. Shoes too!

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Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    For those interested, all those uniformed folk will be needing a ship [and yes we do have some lovely models available to play with] however if one wants to work on their own too ... here are a beautiful set of floorplans:
    Click here

    While my ship building projects tend to seize the program ... am working on an idea which if time permits, should be rather interesting.
    And the floorplans would be required if I can get this to a share level.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.

    But why didn't "Mirror Joints" work the way it was supposed to? Why'd it screw up the bones I already did instead of mirror them on the left side like it was supposed to?

    Please don't be offended, but from your post, I think you might have gotten the mirror command inverted. If you rigged the left side you should choose left to right, and if you rigged the right you should choose right to left.


    None taken, but no, I definitely selected right to left when I did the Mirror Joints.

    ... edit ...
    I have a WIP thread over in the Hexagon Discussion forum. And for Genesis, and Genesis clothes, the HIp is always the main parent bone from which all others are children of. Okay except that people looking for rigging info don't usually go to the Hexagon thread. My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
    Re: ...edit ... would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.
    ... edit ... As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-) * not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.
    Well, I have no intention of actually deleting any bones, just reassigning the polygons from them to new face groups to coincide with the new bones. While I may need to have a Hip, Abdomen, Abdoment2, Pelvis, etc. They don't need to have polygons assigned to them. The only original bones I need to keep Polygons assigned to them are the Chest, Right collar, Left collar, and Neck. I've got the right half's new bones in place. I figured it would be better to get the left half rigged (mirrored) before making the central back bone group. that will run along the spine of the cloak. That group will be parented to the chest instead of the collars. Now, if only I could get Mirror Joints to work properly.
    Cloak-08.jpg
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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Hmm. I would consider getting rid of the hand bones. Those might give your project some unforeseen issues in the long run.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.

    But why didn't "Mirror Joints" work the way it was supposed to? Why'd it screw up the bones I already did instead of mirror them on the left side like it was supposed to?

    Please don't be offended, but from your post, I think you might have gotten the mirror command inverted. If you rigged the left side you should choose left to right, and if you rigged the right you should choose right to left.


    None taken, but no, I definitely selected right to left when I did the Mirror Joints.

    ... edit ...
    I have a WIP thread over in the Hexagon Discussion forum. And for Genesis, and Genesis clothes, the HIp is always the main parent bone from which all others are children of.

    Okay except that people looking for rigging info don't usually go to the Hexagon thread.

    My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
    Re: ...edit ... would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.
    ... edit ...

    As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-)

    * not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.


    Well, I have no intention of actually deleting any bones, just reassigning the polygons from them to new face groups to coincide with the new bones. While I may need to have a Hip, Abdomen, Abdoment2, Pelvis, etc. They don't need to have polygons assigned to them. The only original bones I need to keep Polygons assigned to them are the Chest, Right collar, Left collar, and Neck.

    I've got the right half's new bones in place. I figured it would be better to get the left half rigged (mirrored) before making the central back bone group. that will run along the spine of the cloak. That group will be parented to the chest instead of the collars. Now, if only I could get Mirror Joints to work properly.

    I tried it in my own version of DS. It doesn't create mirrored bones, it just edits bones on the opposite side to match the one chosen. :( I'm sorry, I remembered it incorrectly.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    RAMWolff said:
    Hmm. I would consider getting rid of the hand bones. Those might give your project some unforeseen issues in the long run. Well, like I said, all of the polygons currently assigned to them will be transferred to the new bones, most likely, Right3.
    Sorry. I'm using 4.0, not 4.5 so I don't have the option of creating "Dson" conversion. Who knows though. If Daz does accept this for the Daz store, perhaps they'll do that part of it.

    Now, On to the big question for Patience or anyone else in the know. I've just started making the new bones, starting with the Front-right bone set. but need to mirror them exactly to create symmetrical rigging for the left and right sides. There will be nine bone groups, of five bones each: Front-left, Left-front, Left, Back-left, Back, Back-right, Right, Right-front, Front-right. All of them, except Back need to be left-right symmetrically mirrored. How do I do that?

    Rig the one side. Then choose right-click with the Bone tool up and choose edit--mirror joints.I tried that. It didn't work, and actually screwed up the bones I had. I'm not sure what I did wrong though. I selected the five new bones, went to Edit>mirror joints>right to left, hit accept, but no new bones were created off the left collar. All it did was screw up the bone order changing Bone one into bone two, bone two into bone one, bone three into bone whatever, bone four into bone five, etc. I had to delete them, and start over. Luckily I only had those five bones in place, not the full right half of the cloak.

    Versioning is important when you've got complex rigging in process. Do half, save to library as ItemNameA, then try again the opposite of the way you did this time. This way you can reload your progress from library if there are further problems.

    But why didn't "Mirror Joints" work the way it was supposed to? Why'd it screw up the bones I already did instead of mirror them on the left side like it was supposed to?

    Please don't be offended, but from your post, I think you might have gotten the mirror command inverted. If you rigged the left side you should choose left to right, and if you rigged the right you should choose right to left.


    None taken, but no, I definitely selected right to left when I did the Mirror Joints.

    ... edit ...
    I have a WIP thread over in the Hexagon Discussion forum. And for Genesis, and Genesis clothes, the HIp is always the main parent bone from which all others are children of.

    Okay except that people looking for rigging info don't usually go to the Hexagon thread.

    My point in bringing up anything about the required bones was simply to be sure that you knew to use more than just the collar and shoulder bones.
    Re: ...edit ... would need to be rigged to the collar at the very least, but to no more than the shoulder bones, and then use handles and morphs for the rest, neither of which I have any experience with.
    ... edit ...

    As a professional indicated the necessity for a pelvis bone so that clothing would follow through with the figure morphs* for Genesis, arguments to the contrary will only prove valid if it is omitted and the garment works. And if it does, wonderful. If it doesn't, put it in ;-)

    * not referring to the 'fit to' but the changing in line with Genesis from full height down to child, thin, proper or heavy weight.


    Well, I have no intention of actually deleting any bones, just reassigning the polygons from them to new face groups to coincide with the new bones. While I may need to have a Hip, Abdomen, Abdoment2, Pelvis, etc. They don't need to have polygons assigned to them. The only original bones I need to keep Polygons assigned to them are the Chest, Right collar, Left collar, and Neck.

    I've got the right half's new bones in place. I figured it would be better to get the left half rigged (mirrored) before making the central back bone group. that will run along the spine of the cloak. That group will be parented to the chest instead of the collars. Now, if only I could get Mirror Joints to work properly.

    I tried it in my own version of DS. It doesn't create mirrored bones, it just edits bones on the opposite side to match the one chosen. :( I'm sorry, I remembered it incorrectly.

    So what do I have to do to create mirrored bones on the left side then? I can't continue until the left side is rigged.
    Sickle, these are the Mirror Joint Settings I originally used:

    Mirror-Joint-settings.jpg
    222 x 205 - 13K
    Post edited by Tramp Graphics on
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Ah, OK. I just saw those hand bones and went EEEEK! lol

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    RAMWolff said:
    Ah, OK. I just saw those hand bones and went EEEEK! lol
    Pro noblem. I haven't started on changing face groups or weight maps yet. I won't untill I have all of the new bones in place. In total, I'm looking at 45 new bones.
  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    I don't envy you, esp with the falloffs using the weight map brush. Wondering if SY can lend more to that. If that can to be copied over to the other side so it saves you some time. You want your cloak to be very smooth when creating movement morphs for it.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    RAMWolff said:
    I don't envy you, esp with the falloffs using the weight map brush. Wondering if SY can lend more to that. If that can to be copied over to the other side so it saves you some time. You want your cloak to be very smooth when creating movement morphs for it.
    IF I can get the weight maps right, I won't need movement morphs.
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    RAMWolff said:
    I don't envy you, esp with the falloffs using the weight map brush. Wondering if SY can lend more to that. If that can to be copied over to the other side so it saves you some time. You want your cloak to be very smooth when creating movement morphs for it.

    Now, you CAN mirror weight groups generatively (probably why I got the bone thing mixed up, sorry). It's edit--weight map symmetry in weight brush mode.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    I think I've figured it out. When creating the "mirrored"bones, you have to copy down the exact X.Y, Z positions of Center Point and End Point for each of the bones you want to mirror and then manually type those values in for the new "mirrored" bone exactly, except for the "X" value which needs to be the inverse (-14.87 becomes 14.87, etc. ) Next comes the real fun—selecting polygons and setting the face groups; In particular, how to select polygons in the front without selecting the Polygons that make up the back, and vice versa. Take a look:

    Cloak-10.jpg
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    Cloak-09.jpg
    1540 x 878 - 232K
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Well, you can use Fill Weight By Selection Sets once you get the face groups set, and then you only have to smooth them.


    One thing you might try is selecting polys from the right or left and assigning all of the front or back to a single face group that way, then hiding that one group while you work on the other faces. Then you will have the other groups done to hide them while you divvy up the big one.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Oh I can just hear that vampire laugh in the background!

    Looks great, hope it all comes together right.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Well, you can use Fill Weight By Selection Sets once you get the face groups set, and then you only have to smooth them.


    One thing you might try is selecting polys from the right or left and assigning all of the front or back to a single face group that way, then hiding that one group while you work on the other faces. Then you will have the other groups done to hide them while you divvy up the big one.

    Huh????

    Actually I'm having an ever harder time with the Face groups. While I can make "symmetrical" selections, they aren't really completely symmetrical, Even when I have Symmetry turned on, and won't create separate mirrored face groups (Left/Right, Left-front/Right-front, Front-left/Front-right, etc.), which is what I need. I was trying to do the Face groups for Right1 and Left1 simultaneously by selecting my polygons with Symmetry turned on, but the left side didn't select all of the mirrored polygons, just those on the main cloak, up through the lining of the capelet, not the shell. Not only that, but it would assign all of those to the Right1 face group, not create a matching mirrored Left1 Face group. What do I need to do to create perfectly matching mirrored face groups? What am I doing wrong?

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    As far as I know, with face groups you can't. It's the weight groups (which are created after the face groups and which affect the actual bone attachment) that you can do that with.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    As far as I know, with face groups you can't. It's the weight groups (which are created after the face groups and which affect the actual bone attachment) that you can do that with.
    Aren't the Genesis figure's own Face groups perfectly mirrored?
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    As far as I know, with face groups you can't. It's the weight groups (which are created after the face groups and which affect the actual bone attachment) that you can do that with.
    Aren't the Genesis figure's own Face groups perfectly mirrored?

    I have no idea. You'd have to look at the base polys very closely to tell.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    OK. I've got the "easy" part done, namely the face groups for the bone sets "Left" 1-5 and "Right" 1-5 ("Easy because they're the only bone sets which actually do encompass both the front and back of the cloak and capelet). That leaves "Front-right" 1-5, "Front-left" 1-5, "Right-front" 1-5, "Left-front" 1-5, "Back-right" 1-5, "Back-left" 1-5, and "Back" 1-5 to do,

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Completed my first body suit for Genesis. Not perfect but it poses nicely and got lots of surface zones to turn off and on. Great learning experience in ZBrush getting this all accomplished. :-)

    http://www.daz3d.com/forums/discussion/18515/

  • patience55patience55 Posts: 7,006
    edited December 1969

    RAMWolff said:
    Completed my first body suit for Genesis. Not perfect but it poses nicely and got lots of surface zones to turn off and on. Great learning experience in ZBrush getting this all accomplished. :-)

    http://www.daz3d.com/forums/discussion/18515/

    Congrats. My mind basically shuts off at the word "mask" ... don't know what that is but do know Hexagon doesn't mask anything I'm aware of lol ...

    As to the eye holes, actually there has been the occasional request of people for a face mask to cover up the eyes etc as they wish to have an entirely different type of face texture applied. So while your first effort may not look just like everybody else's, that's perfectly okay. Would fill another nitch in the closet ;-)
    Also the concept of a 'starter mesh' is just that. Something to start with ... it's not the finished product and the uvmaps [at least in Hexagon] would go 'poof' [or get real messed up] anyway as soon as further modeling is done on it.

    However as is even, looks like a fun item for texturing to make into a variety of outfits ... I certainly second the motion for a share!

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    This suck. I got all of my Face groups finally made, saved a copy of the cloak, and went to assign the face groups to their corresponding bones, And, when I'm nearly done, Daz crashed on me, and when I try to reload the newest update of the cloak, it continuously causes Daz to crash. Something got corrupted somewhere, but I don't know what. I have to start all over with the face groups again. >:-(

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Aw man... that's so not cool. So sorry this happened to you!

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    RAMWolff said:
    Aw man... that's so not cool. So sorry this happened to you!
    Well, I think I've figured out the cause because it happened again, but this time, I had multiple "backups" from each stage. The problem, Ive found is in removing the now "empty" face groups. Those being both abdomens, the hip, Pelvis, all Arm, leg, foot, toe, hand and finger face groups, Everything but the new face groups, neck, chest, and collar face groups. I'm not sure which of those face groups I have to leave in place, but...I'm thinking, I at least need the hip face group, maybe the pelvis and abdomen face groups (probably because the chest and collar bones and face groups build off of them. I'm pretty sure I can get rid of the arm, hand, finger, leg, foot, and toe face groups though. Only one way to find out, though I'm not sure if I should bother event though I hate having all of those empty face groups cluttering it up. .
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    RAMWolff said:
    Aw man... that's so not cool. So sorry this happened to you!
    Well, I think I've figured out the cause because it happened again, but this time, I had multiple "backups" from each stage. The problem, Ive found is in removing the now "empty" face groups. Those being both abdomens, the hip, Pelvis, all Arm, leg, foot, toe, hand and finger face groups, Everything but the new face groups, neck, chest, and collar face groups. I'm not sure which of those face groups I have to leave in place, but...I'm thinking, I at least need the hip face group, maybe the pelvis and abdomen face groups (probably because the chest and collar bones and face groups build off of them. I'm pretty sure I can get rid of the arm, hand, finger, leg, foot, and toe face groups though. Only one way to find out, though I'm not sure if I should bother event though I hate having all of those empty face groups cluttering it up. .

    To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    RAMWolff said:
    Aw man... that's so not cool. So sorry this happened to you!
    Well, I think I've figured out the cause because it happened again, but this time, I had multiple "backups" from each stage. The problem, Ive found is in removing the now "empty" face groups. Those being both abdomens, the hip, Pelvis, all Arm, leg, foot, toe, hand and finger face groups, Everything but the new face groups, neck, chest, and collar face groups. I'm not sure which of those face groups I have to leave in place, but...I'm thinking, I at least need the hip face group, maybe the pelvis and abdomen face groups (probably because the chest and collar bones and face groups build off of them. I'm pretty sure I can get rid of the arm, hand, finger, leg, foot, and toe face groups though. Only one way to find out, though I'm not sure if I should bother event though I hate having all of those empty face groups cluttering it up. .

    To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.Well, I wasn't deleting the bones themselves, just the face groups. However, it seems even with face groups this appears to apply. It's still a bother. :-/

  • SickleYieldSickleYield Posts: 7,639
    edited March 2013

    RAMWolff said:
    Aw man... that's so not cool. So sorry this happened to you!
    Well, I think I've figured out the cause because it happened again, but this time, I had multiple "backups" from each stage. The problem, Ive found is in removing the now "empty" face groups. Those being both abdomens, the hip, Pelvis, all Arm, leg, foot, toe, hand and finger face groups, Everything but the new face groups, neck, chest, and collar face groups. I'm not sure which of those face groups I have to leave in place, but...I'm thinking, I at least need the hip face group, maybe the pelvis and abdomen face groups (probably because the chest and collar bones and face groups build off of them. I'm pretty sure I can get rid of the arm, hand, finger, leg, foot, and toe face groups though. Only one way to find out, though I'm not sure if I should bother event though I hate having all of those empty face groups cluttering it up. .

    To my knowledge if you need latter bones in a chain you can't delete earlier parts of the chain (more experienced riggers I hope will correct me). If you buy gloves they're going to chain all the way back to the hip and pelvis without interruption for this reason. If you're chaining from the chest etc. you have to go back to the hip. You can delete the leg bones and fingers/hands if they're not being used.Well, I wasn't deleting the bones themselves, just the face groups. However, it seems even with face groups this appears to apply. It's still a bother. :-/

    With face groups you have to leave the hip. I' m pretty sure that's it (I've tried it all while doing DSON items because DSON doesn't like empty face groups).

    Post edited by SickleYield on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Well, I've got half of the weight maps done. Trying to get them smooth was a B!7©#, let me tell you. Particularly the Right Front and Left Front groups and getting them to blend in with the Right and Left groups because of the transition between an YZX bone layout (for Front-left/Front-right, and Right-front/Left-front) to an XYZ one (for Right/Left). I'll probably have just as much "fun" on Back-right/Back-left.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Well, I've got half of the weight maps done. Trying to get them smooth was a B!7©#, let me tell you. Particularly the Right Front and Left Front groups and getting them to blend in with the Right and Left groups because of the transition between an YZX bone layout (for Front-left/Front-right, and Right-front/Left-front) to an XYZ one (for Right/Left). I'll probably have just as much "fun" on Back-right/Back-left.

    Well, I warned you it was a huge project, didn't I? It's doing better than anyone yet has to have gotten this far.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited March 2013

    Well, I've got half of the weight maps done. Trying to get them smooth was a B!7©#, let me tell you. Particularly the Right Front and Left Front groups and getting them to blend in with the Right and Left groups because of the transition between an YZX bone layout (for Front-left/Front-right, and Right-front/Left-front) to an XYZ one (for Right/Left). I'll probably have just as much "fun" on Back-right/Back-left.

    Well, I warned you it was a huge project, didn't I? It's doing better than anyone yet has to have gotten this far.That's all I ever take on. IT wouldn't be worth doing otherwise. I've actually got all the weight maps done, though they're not exactly the smoothest. Now all I have to figure out is how to prevent the mesh from poking through itself or turning itself "inside out" when I pose any of the bones. I don't know if I have too many bones, not enough, or my weight maps just aren't that good.

    Cloak-11.jpg
    1540 x 878 - 300K
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited March 2013

    Well, I've got half of the weight maps done. Trying to get them smooth was a B!7©#, let me tell you. Particularly the Right Front and Left Front groups and getting them to blend in with the Right and Left groups because of the transition between an YZX bone layout (for Front-left/Front-right, and Right-front/Left-front) to an XYZ one (for Right/Left). I'll probably have just as much "fun" on Back-right/Back-left.

    Well, I warned you it was a huge project, didn't I? It's doing better than anyone yet has to have gotten this far.

    That's all I ever take on. IT wouldn't be worth doing otherwise. I've actually got all the weight maps done, though they're not exactly the smoothest. Now all I have to figure out is how to prevent the mesh from poking through itself or turning itself "inside out" when I pose any of the bones. I don't know if I have too many bones, not enough, or my weight maps just aren't that good.

    An additional level of difficulty is inherent in doing an item with actual overlapping layers. Note that total poly count affects bending as well as the weight map smoothing, though. What kind of count are you working with?

    Post edited by SickleYield on
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