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Jan 14, 2023 at 6:53 comment added Shantanu Karkare Using simulations on bones speeds up the workflow greatly and allows game compatible character animations. The strongest workflow I have seen for this is in this video by Pierrick Picaut. Take a look here youtu.be/1cXyIjaFxXY
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Apr 4, 2022 at 23:48 answer added Jay C. Besch timeline score: 0
Oct 13, 2021 at 1:56 comment added user1539405 Thanks! I'll check it out. Also noticed you're the guy who helped with my twisty-forearm model. I've since really gone over the video linked in that question and am currently working on some clothes clipping issues if you find yourself curious. I have appreciated the topology, though it isn't liking the clothes :P blender.stackexchange.com/questions/240519/…
Oct 12, 2021 at 11:33 comment added Blunder Here is an example of a cloth sim that controls the bones of a tail cap. Could work for hair, too? blender.stackexchange.com/questions/41235/…
Oct 12, 2021 at 8:23 comment added user1539405 Looking to export to a game engine, but not really done animation beyond rigging a basic model and a walk animation. I'm not entirely sure how animating without bones would work in that environment
Oct 12, 2021 at 0:05 review Close votes
Oct 12, 2021 at 10:52
Oct 12, 2021 at 0:01 comment added Blunder Hair, especially thick cartoon hair, can be animated by Softbody or Cloth physics. No bones are needed: blender.stackexchange.com/q/238677/107598. And yes, a cloak, dress, or robe can be animated with bones. imgur.com/a/nyNPbeR. You need to add bones and create a rig. IK helps with the animation. (blender.stackexchange.com/questions/233945/…). Cloth sim and rigged animation is a complicated couple. It also depends on what you're going to do. Pure animation in Blender or export to a game engine?
Oct 11, 2021 at 23:34 history asked user1539405 CC BY-SA 4.0