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I have the eyes parented to the character and the cloth are separate objects, i want to start ringing an i'm not sure what should i do with the cloth, if i should join it parent it or what, the same question goes to the hair

I read that the body and the cloth should have a similar topology and i think they are pretty close. I know to that i can delete all the mesh under the cloth but i want to try to rig them together so i can learn more about this topic and how to avoid clipping when deforming them. For the cloth i use solidify, and i will add details later on with normal maps

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enter image description here

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Here are 3 ways to rig your cloth, the 2 first ones are quite similar. I'm not sure you will avoid any clipping though, you'll probably have to make some corrections:

With Weight Transfer: (2.79 and previous versions)

  • Parent your body to your armature.
  • Make sure that your cloth has no vertex groups or is not parented to your armature.
  • Select your body, then your cloth, switch to Weight Paint mode.
  • In the left menu (T) > Tools, click on the Transfer Weights button. On the bottom of the T menu you'll see some parameters. For Sources Layers Selection choose By Name, and for Destination Layers Matching choose All Layers.
  • Come back in Object mode, select the cloth, then the armature, and ctrl P > With Empty Groups. The cloth should move with the bone and be parented the same way as the body.

With Data Transfer modifier:

  • Parent your body to your armature.
  • Make sure that your cloth has no vertex groups or is not parented to your armature.
  • Give your cloth a Data Transfer modifier. For Source Object, choose your body. Click on the Vertex Data option, then on the Vertex Group(s) button. Then on the bottom of the modifier click on Generate Data Layer and apply the modifier.
  • Come back in Object mode, select the cloth, then the armature, and ctrl P > With Empty Groups. The cloth should move with the bone and be parented the same way as the body.

With the Mesh Deform modifier:

As explained in this video by Daniel Kreuter:

  • Parent your body with its clothes to your armature (if the clothes are another object, choose CtrlP > Armature Deform).

  • Delete all vertex groups from the clothes (select the vertices and on the right of the vertex groups list, down arrow menu and Remove From All Groups). Assign these vertices to a new vertex group.

  • Create a mesh that is fully closed and that will encompass your whole clothes, i.e. that will be your « cage ».

  • Select your cage, then shift select the armature and CtrlP > With Automatic Weight. Give the necessary corrections in Weight Paint mode.

  • Give your body a Mesh Deform modifier (put this modifier above any Subsurf modifier) and in the modifier choose the clothes vertex group. Choose the cage as the Object and click on Bind.

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  • $\begingroup$ Is this the same method I should use in Blender 2.9? $\endgroup$ Nov 18 '20 at 16:03
  • $\begingroup$ What part of the answer are you referring to? I guess it depends on what you're trying to achieve, are you trying to use cloth simulation? in that case maybe use the link I gave you under your last question rather than the video I link here $\endgroup$
    – moonboots
    Nov 18 '20 at 16:25
  • $\begingroup$ A lot of youtube tutorials are saying to use your first suggestion 'with weight transfer' however my cloth deforms and I am unable to restore it to its original state $\endgroup$ Nov 18 '20 at 16:28
  • $\begingroup$ maybe take a look at this tuto: youtube.com/watch?v=1C7eftpocH0&feature=emb_logo $\endgroup$
    – moonboots
    Nov 18 '20 at 16:44
  • $\begingroup$ It sill deforms like in these pics blender.stackexchange.com/questions/202329/… $\endgroup$ Nov 18 '20 at 17:05

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