So I have this Zbrush model that I made. It has separate parts for clothes, hair, eyes etc. When I'm animating it, it deforms really weirdly and when I'm using it in a cloth simulation it gets some more weird deformations that I cant even explain.

I know some of the deformations can be solved through weight painting, but some parts apart from the body seems like "splitting or doubling" itself when I'm trying to move them in pose mode. No idea if the problem is in the model, some settings or just the weight paint, which I don't think in this case it is.

The default setup
the default setup

Cloth deforming when cloth simulation on.
cloth deforming when cloth simulation on.

The cloth seems to split or double itself when I rise the leg.
model thigh cloth seems to split or double itself when i rise the leg

More deformation errors
some more deformations

  • $\begingroup$ Hi, please add some screenshots to your question and/or upload your blend file to pasteall.org for people to look at. $\endgroup$ Feb 9 '15 at 18:47
  • $\begingroup$ yeah just added, (forgot) $\endgroup$
    – aceful
    Feb 9 '15 at 18:49
  • $\begingroup$ it looks like you have a lot of duplicate topology. Edit your mesh, select all vertices with A, W for specials menu and remove double. Then you should re-parent your armature if it's not enough. $\endgroup$
    – Bithur
    Feb 9 '15 at 18:52
  • $\begingroup$ Yeah thanks for the answer, was thinking about some duplicate typo but A, W gets me to specials menu but it only has 2 options something about restrict render. In the object mode and object data i have double sided unchecked, dont help thought. Dont know if thats the same thing you mean or not. $\endgroup$
    – aceful
    Feb 9 '15 at 18:58
  • $\begingroup$ also remove or disable mirror modifier too if any to check undesired mirrored halves. $\endgroup$
    – Bithur
    Feb 9 '15 at 18:59

For a leg :

You have the leg itself, and a cloth, and the thickness of the cloth. Your problem lies in the inside part of the cloth that is not well vertex-weighted, and then not following the bone's movement.

cloth thickness

enter image description here

Cloth partially deformed

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vertex weight of the cloth (1 bone selected)

enter image description here

What I suggest : Delete non-visible vertices (leg hidden by cloth, inside of cloth). As they won't be needed for render anyway, they're useless.

What you can do if you need to keep everything like that : Paint vertex weights (in weight paint mode) or at least assign the parts that need to move to the good vertex group

Weight paint mode

enter image description here

manually assign vertices to a vertex group

enter image description here

  • $\begingroup$ For more acurate answer, details and screenshots, send .blend $\endgroup$
    – Bithur
    Feb 9 '15 at 19:18
  • $\begingroup$ well thanks seemed like it would help but didnt have affect at all. I quess it could be that automatic weights doesnt correctly or even close add the weights to the all seperate parts, which i quess is kinda odd. Is there a way to make the cloth to "pin" on some areas of the model, or do you just have to make it precide weight painting. $\endgroup$
    – aceful
    Feb 9 '15 at 19:21
  • $\begingroup$ I just noticed something, once i use automatic weights, somehow my clothes get thicker by double the amount they were before. but it only shows in the Pose Mode. $\endgroup$
    – aceful
    Feb 9 '15 at 19:31
  • $\begingroup$ Seems weird but I can't do more without .blend :( $\endgroup$
    – Bithur
    Feb 9 '15 at 19:34
  • 1
    $\begingroup$ For anyone reading this 5 years later... If you don't want to delete hidden vertices (e.g. leg underneath cloth), You can use the mask modifier to hide a vertex group (Make sure to click the <--> double arrow thing). $\endgroup$
    – sdhy
    Nov 30 '20 at 5:41

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