So I was finishing one of my models and I noticed it and several others had the same issue.
nothing I tried worked. I cant figure out how to keep the underarm region of the mesh from clipping. that region is a riggers nightmare. Its either folding into squares when I move that region or clipping outside the shirt when it moves forward slightly.
I don’t know why they build it this way, it’s a nightmare to work on and I got no idea how to stop it. It’s for some reason two separate parts fused into one so they’re not blending together properly at all. I have no idea what to do
Even if that does work it may be temporary. Im porting this model and I dont think the shrinkwrap or mask modifier would follow. I port models to source filmmaker. They’re similar but source filmmaker doesnt use modifiers
Ahh, ok. Well, in that case, unless there’s a reason to keep the full body mesh intact, you could just delete any polygons that are hidden by the shirt for the exported model.
There’s the old game model trick (at least for a character that doesn’t change cloths) and you just make it all one connected mesh. So the shirt is the body and the arm/hand just continues out from it.
It’s then the texturing that actually makes it all look different.
So basically it’s a rigging/deformation issue, which for the shoulder isn’t unusual.
I’m guessing anything like shapekeys, etc isn’t an option. I take it fuse does have some sort of armature/bone system, if so then about only option left would be ‘helper’ bones, that partly move with the main arm/shoulder bone but keep things more on the outside. It does of course make weight painting far more annoying.