How to make a certain part of an outfit unchanged by morphs?

Hey guys, quick question...

Im making a rice hat, like the ones from Vietnam, but most of the morphs of my characters bend the straw hat's edges, is there a way to fix it? to prevent the edges of the straw hat from morphing?

Comments

  • barbultbarbult Posts: 24,243
    Why not just make the hat a prop and parent it to the head, instead of making it a conforming wearable that autofollows character morphs.
  • margravemargrave Posts: 1,822
    edited September 2021

    While rigidity maps will (probably) prevent that, is there any particular reason why this hat needs to be conforming? Something like a hat works best as just a smart prop parented to your figure's head.

    Post edited by margrave on
  • barbult said:

    Why not just make the hat a prop and parent it to the head, instead of making it a conforming wearable that autofollows character morphs.

    It's because i added a chinstrap to the hat, which of course will cause clipping when i morph the characters, also i made a moprh in the hat that rises the hat so it can be weared with hair or other hats, like bandanas.

    Also i want to save it as an instance and have it be use in smart content, but as far as i know sets cannot be drag 'n drop wearables.

  • margrave said:

    While rigidity maps will (probably) prevent that, is there any particular reason why this hat needs to be conforming? Something like a hat works best as just a smart prop parented to your figure's head.

    Read the other comment i qouted form the other person.

  • margravemargrave Posts: 1,822

    mikelsebastian said:

    It's because i added a chinstrap to the hat, which of course will cause clipping when i morph the characters, also i made a moprh in the hat that rises the hat so it can be weared with hair or other hats, like bandanas.

    Also i want to save it as an instance and have it be use in smart content, but as far as i know sets cannot be drag 'n drop wearables.

    As I said, you could look into rigidity maps, which will prevent dialed morphs from affecting parts of your object. Using Transfer Utility will also create some hidden corrective morphs in your hat object that you'll need to delete. 

    Another option would be to make the chinstrap a conforming object, then use a Rigid Follow node to anchor the hat to the top of the straps. AFAIK, the rotation of the straps' ends should transfer over to the rigid follow node and move the hat.

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