Clothes and Accesories

On The "Rigging and Modifier Stack" Video, it is explained how to incorporate the eyes. I haven't tried it yet, but I would guess that would be the same process for clothes and accesories, right? I thought everything had to be part of the same object, but I see you can rig different objects using a single armature. Is there a video in the platform showing how to rig characters with accesories (glasses, jewlery, hats) or clothing? Second question: how would a sword fight would work?

  • Kent Trammell replied

    I'm going to rope in our resident animation and rigging wizard @waylow to drop the wisdom.

  • Wayne Dixon replied

    Hi Videodromex.
    We don't have a video on this but I can try to help you out.

    Rigging clothes and accessories can be difficult but no, the mesh doesn't have to be part of the one object,  Having many meshes is fine but each object will need to be 'rigged' with an armature modifier to the same armature (or sometimes you might actually have more than 1 armature too, but that's getting a little fancy for the fundamentals stuff).

    Having said that, I like to work with a little meshes as logically possible.  So the Body is usually 1 mesh, Eyes another (both together or 2 meshes depending on how it was handed over from the modeller) and clothes and/or accessories will be part of their own objects too.

    Sometimes a character won't actually have a full body, just arms, legs and head that poke into the clothes.  I would most likely combine that into the 1 "Body" mesh (depending on the type of clothing).  The most important thing is to make the symmetrical sections part of the same mesh so you only have to weight paint 1 side and mirroring will take care of the other side.  (no one like to do things twice when they don't need to)

    If you want a pair of glasses to stick to the character's head, make sure you create a control bone for it.  Weight the mesh to that bone and parent the bone to the head.  Voilá. 

    As for getting stuff to stick to a character, like buttons.  You can use vertex parenting (using 3 verts) to get it to stick to the mesh but you will need to be careful not to rig it with a bone from the armature (otherwise you will get a dependancy cycle).  But for something that doesn't need to be animated - that works perfectly.


    Hope that helps.