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Mar 20, 2021 at 22:11 comment added Jamesy To be fair, when I searched around after reading your response, I saw "bind" being used a lot. I couldn't get the first method to work for me. However, it seems using data transfer and smoothing the weights mitigates the problem to a significant degree. The game I'm making is fairly low lit, so hopefully it's good enough and will export to Unity without issue.
Mar 20, 2021 at 16:45 comment added R-800 Yes. All I mean by "bind" is to parent the mesh to the armature. Various people have been getting confused lately by my choice to use the word "bind" in this context, so maybe I should stop. I think it comes from Maya, but I haven't used that program in a long time. So it's possible that Maya doesn't use the term that way anymore either.
Mar 20, 2021 at 14:01 comment added Jamesy Thanks for your response. I'll probably try the first way. What do you mean by "bind" the shirt object to the same armature? How do I do that? Parent with automatic weights?
Mar 20, 2021 at 11:12 comment added R-800 if you can't get the above solution to work, consider, as an alternative, simply deleting unseen geometry -- where arms and sleeves would normally collide, for example -- so that no meshes poke through any other meshes, because they aren't actually present. You may find that these mesh parts have to be joined together and cleaned up to make them all one continuous mesh afterwards. But if your character was built this way, there are a lot of deformation issues you simply wouldn't have to worry about any more.
Mar 20, 2021 at 11:08 comment added R-800 Don't use Data Transfer for this. It requires the source and destination vertices to be in exactly the same location. Presumably, your shirt mesh doesn't occupy exactly the same space as your body mesh, so avoid this approach. Instead, bind the shirt object to the same armature to which the body is currently attached, yet as a separate operation, and then use a shrinkwrap modifier on the shirt to ensure that it hugs the body properly during deformation.
Mar 20, 2021 at 0:46 history asked Jamesy CC BY-SA 4.0