MAKING 3D ITEMS - BLENDER
Rigging
Rigging - Making Existing Clothing Into Customizable Clothing
5min
- Load the baseBody and the modeled clothing object, then match up the clothing item with the mask.
- Bind or transfer the clothes to the armature object. You may need to make a duplicate armature object to bind the clothing item to an alternate non-T-pose.
- Use the Weight Painting tools to move all weight values to [boneName] > [boneName]_scale vertex groups.
- This is not applicable to the head, foot, and hand bones.
- During this process, hide the bones that won’t be moved to prevent unintended repositioning.
- In order for the shins and wrists to deform smoothly, the weight values of the lowerArm(Leg)Twist and lowerArm(Leg)Twist_scale must be similar to the weight values of the mask.
- While the hips bone should be present, it shouldn’t have any influence on the mesh.
- Move each joint one by one and edit the parts that collapse or have incorrect weights applied.
- Modify the scale value of the scale bones and check for problems upon deformation.
- Remove the armature modifier from the mask (mask).
- Delete unused bones. Do not delete the hips bone.
- Select the clothing object, armature, and mask (mask). Export the selected objects to an FBX.
❗ Before the next step, insert the animation key in Unity and make sure there are no issues.
Updated 10 Oct 2024
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