While trying vainly to adjust some loincloth it suddenly dawned on me that many of my clothing problems could be solved if I could add a bone. How do I do that? Is there a tuto out there (since I assume it's probably a bit non-obvious)?
Bones can be added with the Joint Editor tool, though you'd then need to edit the weight-mapping (for a loincloth that needn't be too complex. You might want to look at SickleYield's Ultra Template sets, which have pre-made rigs for various types of garement which can be projected into a piece of clothing and with luck will be usable without further refinement.
Ok, let's change my question, then, report the bone adding to an undetermined future and do one thing at a time. I've read many times here that there was such a thing as "weight", but I've no clue what ths thing is. Where can I learn more about this?
Weight, in this case, is a value for each vertex on the model (between 0 and 1 inclusive normally) which determines how strongly that vertex is affected by the bone's transforms.
Weight, in this case, is a value for each vertex on the model (between 0 and 1 inclusive normally) which determines how strongly that vertex is affected by the bone's transforms.
I had read your answer at the time, but didn't understand a word of it, basically. I must be more awake today since I think I understood. Does it mean something like : "every point where two polygon intersect has a weight, and the smaller this "weight" is, the more this point will move when a nearby bone is itself moved"?
Other way around - the higher the weight the more the bone that the weight map belongs to will affect the point (think of it as the someone carrying weight in a discussion or the running of an enterprise).
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Bones can be added with the Joint Editor tool, though you'd then need to edit the weight-mapping (for a loincloth that needn't be too complex. You might want to look at SickleYield's Ultra Template sets, which have pre-made rigs for various types of garement which can be projected into a piece of clothing and with luck will be usable without further refinement.
Ok, let's change my question, then, report the bone adding to an undetermined future and do one thing at a time. I've read many times here that there was such a thing as "weight", but I've no clue what ths thing is. Where can I learn more about this?
Weight, in this case, is a value for each vertex on the model (between 0 and 1 inclusive normally) which determines how strongly that vertex is affected by the bone's transforms.
I had read your answer at the time, but didn't understand a word of it, basically. I must be more awake today since I think I understood. Does it mean something like : "every point where two polygon intersect has a weight, and the smaller this "weight" is, the more this point will move when a nearby bone is itself moved"?
Other way around - the higher the weight the more the bone that the weight map belongs to will affect the point (think of it as the someone carrying weight in a discussion or the running of an enterprise).