I have a main Body Skeleton. The IK chain from pelvis to head, R and L arms as well as legs. This is on its own Mesh Group. I'd like to work with a Clothing Mesh group, rigging the skirt on its own group. I'd like to reference the main skeleton rig to make the torso part of the dress move with the main body's movement, as well as bind the root of the skirt to the pelvis of the main humanoid rig. Is there any way to have different Mesh Groups reference another bone in another Mesh Group? I planned to make a variety of clothing, hiding the mesh group for one clothing set and unhiding the currently equipped clothing mesh group. Each clothing set is intended to be rigged uniquely to allow for certain tassels parts to have their own unique jiggle bones ect ect. Or can a clothing Mesh Group mirror the bone movements of another mesh group? So no matter what clothing mesh group I have active, it will always animate with the main body skeleton. Or is there a better way to go about this? I was looking at the change Character's Costume guide, and felt like there should be another way to do it via unique mesh groups of clothing that have their own unique rigging as well as the potential to play their own animations when called alongside the main skeleton animations.
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Working with Multiple Mesh Groups, Swapping & Animation
Working with Multiple Mesh Groups, Swapping & Animation
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Hi!
We are very grateful for your detailed comments.
We fully understand what you need.
The implementation may be slightly different from what you said, but we will try to provide features that satisfy your expectations as much as possible.
Thank you.