Select the "Include" tab of the Skin deformer, change the mode to "Include" and drag the jacket mesh object into the list. In the Character menu, select the "Skin" deformer and make that a child of the jacket mesh object. It can be anywhere in the scene hierarchy outside the joints hierarchy. The process requires much refinement but at least gave me a foundation that makes sense to work from:įirst, the jacket doesn't need to be a part of the same hierarchy as the joints. I also sought help with this on Creative Cow and a user was kind enough to list some steps. I'll definitely attempt the surface deformer, and, if need be, learn how to weight the jacket to the bone. But what I'm gathering from responses in this sub is that it's laborious and difficult, so thank you for this insight. I was hoping that if Fuse could automate this clothing process, I might be able to accomplish something like it in C4D alone, so as not to add other programs to the pipeline. It's got issues, but they seem to be mostly due to alignment, as the jacket is manipulated by the rig well enough. Fuse automatically added it to the character, which after sending to Mixamo, was auto-rigged and animated. I adjusted the jacket in MD so that the arm sleeves fit a Tpose and uploaded it as clothing to Adobe Fuse. fbx imported from C4D (A-pose + hand wave). zprj which I had previously opened and modified in Marvelous Designer. The jacket I purchased came in several formats including a.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |