K_Digital
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K_Digital
Posted Last Year
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Group: Forum Members
Last Active: 4 days ago
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Hello there,
I created a simple char in Blender , consisting of a few simple elements , a bottle, a label, legs, arms, eyes and mouth, rigged with Accurig. So far everything went fine, but when animating the Char in Iclone or CC, depending on how far the char bend its body, or head the body becomes visible through the surrounding label. Also on certain head moves the mouth sinks into the head, ams look sometimes separeted from the body. A simple walking amnimation looks fine though. I found no way to solve this, "confirm" doesnt seem to be available for non human chars. The label for example attached to the hip bone sticks to the hip as expected, but when bending the body too much, the bottle mesh comes through. I fixed this through removing the label in Blender then glewed the image on the bottle mesh. Though this is not the way i want it to look. What i would need is s way the label follows the body movements AND the body bendings exactly and doesnt let the body mesh poke through. Ok, doesnt need to 100% follow the bendings, but should at least not the body mesh go through.
Does anyone have an idea how i could solve this ? May be collison shapes are the secret word ?
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Peter (RL)
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Peter (RL)
Posted Last Year
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Group: Administrators
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It would really help to understand the problem if you could include a couple of screenshots showing the issues you are having. Also can you explain what you mean by "the body becomes visible through the surrounding label". :ermm:
Peter Forum Administrator www.reallusion.com
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K_Digital
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K_Digital
Posted Last Year
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Group: Forum Members
Last Active: 4 days ago
Posts: 327,
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I posted this from a remote PC. here is now a picture that should show the main problem. The Label is a seperate mesh that is attached to the "hip" of the char. In the picture the body is bending forwards but the Label following this move only to a certain extend, then the body "breaks" through it. Perhaps i am trying something impossible :-/
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Typically it all comes down to skin weights. If enclosure (label) vertex have different weight values for the influencing bones than nearby vertex of the inner mesh (body), then you get different deformation strength. Causing one mesh to penetrate the other. Usually happens during weights transfer when one mesh has substantially lower poly count than the other. You may fiddle with label skin weight for respective bones, but the best solution is to recreate label from the body mesh after weight has already applied. This would require bottle to have straight mesh loops so you may duplicate and separate part of it into a new object. Then "fatten" it a bit to bring it above the bottle surface, but making sure adjoining vertices between 2 meshes (which would have exact same weights at this point) are still leveled. You of course would have to create a new UV for the separated label mesh and texture it respectfully.
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K_Digital
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K_Digital
Posted Last Year
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Group: Forum Members
Last Active: 4 days ago
Posts: 327,
Visits: 1.4K
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Thanks for your comment ! I decided to make it this way, (drew the label on the bottle mesh) doesnt look perfect but its only for fun and learning anyway. I just had the idea of may be using a displacement map , maybe ill try that too.
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