Hi, I use blender mostly to create 3d characters for TTRPG. One thing I have a really hard time finding is someone who shows how to rig the character in such a way that the clothes actually follow from T shape. Is there such a course, or part of a course? Cheers, Tomas
Hello Tomas. You mean like clothes simulation? So you have your character in a T pose and then you want to move the character and the clothes to follow along naturally as you pose him? So more like a simulation course than a rigging course? Can you expand on your requirements please?
Hi, not really simulation. But when i have sculpted a character with clothes and start to pose it, arms, elbows etc stick out of the clothes and well, the clothes doesn't follow along. That is when the poses are more dynamic that is.
I'm still a bit confused. Are the clothes sculpted as well? Is it a single watertight mesh? Or are the clothes separate objects? If the clothes are sculpted, then they are not going to move correctly, you would need to retopo the whole character, along with the clothes. When you say the clothes should follow along, in what way do you mean? Sorry for all the questions, my mind is all over the place.
Ah, thanks. I think we are closing in on the problem. I have the clothes as seperate objects.
So I should Ctrl+J everything, make manifold, retopologize and then rig it?
For someone looking mostly for 3d printing, this is like a secret of sorts.
So far I have had to create the characters, pose them and then dress them. A messier process.
Hi Tomas, if it's for single poses, you can first pose, then cloth. You can create the clothes from the Mesh as shown here:
https://cgcookie.com/courses/basemesh-create-stylized-characters-quickly-with-blender
or have a look at (the clothing part of) this workshop::
https://cgcookie.com/courses/modeling-realistic-chararcters-with-blender
Well here's the thing, it's a more complex workflow than that. If you have a sculpted mesh, it's a dirty mesh in that the topology is all messy and wrong, it's not usable for mostly everything, you can't do rigging and animation in such a mess, much less simulations. Sculpting is a freely flowing way of getting ideas out without having to worry about the rules of modeling. So after you sculpt you have to do a clean pass of retopo so you can make an usable mesh out of the sculpt. So in other words, it doesn't matter if the clothes are a separate object or not, as longs as they are a super triangulated unusable mesh, you can't run a simulation on them.
As Martin linked, there are courses that walk you through the whole process and we can link you to them so you learn all the workflow. It's not easy, it's a lot of work, but since we like all this stuff, it's also fun.
Apart from those that Martin gave, I guess the most robust one would be HUMAN:
https://cgcookie.com/courses/human-realistic-portrait-creation-with-blender
Many thanks. Will have a look and see what suits best.
Cheers
/Tomas