How to create rigged mesh clothes
We will assume that you know how to create 3D mesh objects.
"Rigged mesh" is used to create 3D objects that adapt to your avatar.
For example, you can create a shirt, a belt, a bikini, a skirt :
if you resize your arms, if you increase your waist size, your clothes will adapt automatically.
If your avatar raises his arms, your shirt will bend, if you walk your skirt will follow the movements, it's magic !
But first a warning:
creating rigged mesh clothes is the most complicated thing in 3D!
This is not something for beginners.
If you think it's very, very hard, it's normal.
It takes a lot of patience.
So how do we do it ?
At the beginning, the easiest way is to start :
- from an imported mesh object (see chapter to import),
- or from a model of your avatar (you will find models of Ruth - female avatar - and Roth - male avatar -
in your inventory in the "Library" folder).
Ruth's 3 models correspond to different heel heights.
or from a geometric shape like a cylinder for a skirt :
remove the top and bottom polygon of the cylinder,
create a recto and a verso of the cylinder with the FLIP mode,
Go to an empty land as you will need space, and drag the object from your inventory onto the ground with the mouse.
Then build as usual with the menu OBJECT > EDIT MESH to change it.
To link a volume to your avatar, go to RIGGING mode and choose one of the options.
In flexible mode, a click on your volume will link each point to the 4 closest bones on your avatar.
Your volume will deform and bend to follow the movements of your avatar.
It's great for a skirt, pants, shirt, shoes.
While you edit your volume these distortions can hinder, so uncheck 'Play Animations' to keep your avatar in neutral position.
Each time after changing the volume, return to RIGGING mode and click on any point of the mesh to update all links,
then check "Play Animations" again.
In rigid mode, a click on your volume will link each point to 1 nearest bone on your avatar.
So the volume will follow your avatar but will look like a robot made of blocks.
c) unbind from bones
Clicking on your volume detaches it from your avatar, so it becomes a normal volume again.
The list of bones on the right allows you to choose which bones you want to attach to.
In MOVE mode you will notice that each point of your mesh (if you click on it),
is attached to 1 to 4 bones of your avatar.
This is how the point moves like your avatar.
Each fastener has a weight, and the total of the weights for a point is always equal to 1.
Do not modify these fasteners. What you can do is:
Save your garment by closing the editor. Then take a copy in your inventory.
To carry it with you, click on the line in the inventory and select the WEAR menu.
To change the avatar settings (nails, heels), click on the line of the object in the inventory
and choose the PROPERTIES menu.
- move the mesh to center it on your avatar (MOVE mode), or resize it (STRETCH mode suboption 3d).
- adjust to the avatar (STRETCH mode) :
to make your garment slightly larger than the avatar, try the SIZE CLOTHES sub-option.
Specify a negative value to shrink.
To move the points slightly, try suboption 2D pull
(it's probably the operation you'll spend the most time on);
check the LEG box to move one pant leg without the other (not to move unconnected nearby points);
check the MOULD box so that the moved points do not enter inside the avatar.
- delete points (MOVE mode - single point) select all the points you do not want to keep
(several with SHIFT key) and click on the Delete button.
- create polygons: to close parts, for example between the legs to create a skirt, go to POLYGONE mode
and click on existing points (clockwise) to close a hole.
- add points: if you want more intermediate points, go to SUBDIVIDE mode and create new ones,
they will automatically have bone values with intermediate weights.
When you build a skirt, you will notice a scissor effect:
the dress behaves like pants and folds between the legs when you walk.
To reduce this effect, go to WEIGHTS mode and click on all the triangles at the folding points,
this will smoothen the foldings.