Problems setting up rigidity maps for buttons (nothing happens)

FalcoFalco Posts: 241

I've been trying to follow the tutorial to set rigidity on buttons so they aren't affected by morphs on clothing I created but nothing is happening.  I created a rigidity group in the tool settings of the geometry editor, assigned the verts of my buttons to the participants, set a number of verts on the main clothing as references, then switched to the weight tool, created a "Rigid Weights" map, selected the button verts and filled them to 100%.  At this point, the tutorial has you clear generated morphs, but when I do that on my clothing nothing happens and when I manually dial the morphs I don't see any change and they are still distorted. 

 

Not sure if I'm missing a step here? I'm trying to use rigidity to fix distortion from fbms like bodybuilder size etc if that matters.  

Post edited by Falco on

Comments

  • Syrus_DanteSyrus_Dante Posts: 983
    edited February 2019

    Depending on the way the morphs are saved into the clothing it could be that they don't get deleted with Clear Generated Morphs. In this case you can do this manualy.

    I would unfitt the clothing, select it, in Parameters right-click Edit-Mode, right-click on eg. the bodybuilder morph and Delete Selected Property.

    Once done fit the clothing to the figure again and a new bodybuilder morph gets generated in the cloth if the morph is turned up on the figure.

    Can't remember exactly but there was a flaw about rigidity groups, I think it prevents distortions by morph shapes but does't help you with distortions while posing where weight maps are involved.

     

    Another method of dealing with buttons is to delete them from the clothing, seperate one button object as an independent prop, create instances and stick them to the clothing with Rigid Follow Nodes.

    Here is a tutorial about that: Setting up items with rigid follow nodes tutorial

    Another one: Saving a figure with rigid follow nodes intact?

    Post edited by Syrus_Dante on
  • FalcoFalco Posts: 241

    Thanks, I'll try using rigid follow nodes and see if that works better.  

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