How are you seeing the armature in front of the mesh? I'm having to go back and forth between wireframe and shaded to select my bones. (Blender user trying to complete a job in maya here) thanks
This works with items that are similar in volume or shape, they don’t need the same vertex count. The other way would be to just bind the mesh to the joints and adjust the skin weights.
@@uistudios is it possible to make an attribute which switch those cloth , like I have 4 cloth which are totally different in shapes with each other and after rigging and skinning I make an attribute which switch between one cloth to another cloth ???
@@nikhilsolanki956 my only experience with this is creating it for a Unity Game Engine, but i am pretty sure that the execution would be the same regardless of the platform. We made one avatar and rigged him to the skeleton as a body… then imported many different clothes and rigged each item individually all overlapping each other in the same rig, so like 10 coats, 10 hats, 10 shoes and pants 😁. Then in Unity you can just set any mesh you want to either be visible or hidden. Very straightforward.
How are you seeing the armature in front of the mesh? I'm having to go back and forth between wireframe and shaded to select my bones. (Blender user trying to complete a job in maya here) thanks
Sorry, I just found out how to do it. Thanks for the great video!
@@AnthonyRosbottom ya happy to help!! You found the xray joints button 👍😎
But, what if new cloth don't have same vertex count , is there any other way ?
This works with items that are similar in volume or shape, they don’t need the same vertex count. The other way would be to just bind the mesh to the joints and adjust the skin weights.
@@uistudios is it possible to make an attribute which switch those cloth , like I have 4 cloth which are totally different in shapes with each other and after rigging and skinning I make an attribute which switch between one cloth to another cloth ???
@@nikhilsolanki956 like an avatar dress up functionality? Ya as long as the joints are exactly the same you should be able to swap the clothes/meshes.
@@uistudios can you please tell me how it would be done .. you can also explain in short
@@nikhilsolanki956 my only experience with this is creating it for a Unity Game Engine, but i am pretty sure that the execution would be the same regardless of the platform. We made one avatar and rigged him to the skeleton as a body… then imported many different clothes and rigged each item individually all overlapping each other in the same rig, so like 10 coats, 10 hats, 10 shoes and pants 😁. Then in Unity you can just set any mesh you want to either be visible or hidden. Very straightforward.
To clarify, should the head and arms be separate geo from the new outfit? Or should a duplicate head and arms be combined with the new outfit?
They can be separate, they just need to match your base. Usually the base avatar is separate from all the clothing elements.