My workflow is as follows:
- I created a low poly character. Each part of the body is a separate object. I also created joints.
- Then I created underwear so that it could hide the joints and so that it was clothes at the same time. Here are socks, pants and a jacket.
- Next, on top of the underwear, I created armor and armature.
- It's time to move the character. The fact is that thanks to the individual parts of the body, I can make them bones and the character moves perfectly.
- I went to YouTube to find out how to solve the problem with clothes. However, I found only lessons where people create a character from one object, and the clothes that should move are just part of the form.
Then I found a lesson where they work with the weight of an object:
A. Join the body of the character (Ctrl + J) and set parent to the armature with automatic weights
B. Joning all parts of the armor (Ctrl + J and set parent to the armature with empty groups
C. Select a character, then armor and go into weight mode
D. Apply the settings.
Yes, the armor began to move with the body, but they literally became one object when moving. If I tilt my body stronger, the armor inside the body will be very ugly.
My question is: Can I make some (metal) armor really hard so that they do not deform when moving and hook them on a bone or joint?
Perhaps I created a problem by creating such a complex character, I'm new in the Blender.