Hi ! How do i make the socks to not intervene the shoe object when its’ bone is moved ?
Weight painting will probably help.
You can also try shape keys.
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penetrating parts can always be a problem (when characters consist of multiple separate objects).
Different ways to tackle the problem (choose between these options as best fit different scenarios) :
- Weight-painting (as suggested by G_De). Manually adjust (repaint) the auto-weights, until the 2 objects are moving together.
- Join objects into single object (one object, where you use different material slots to say “sock” here, and “shoe” there). Properly merged, there should be no “interior” geometry to stick out at the wrong moment.
- Mask (modifier) interior parts to force them to be invisible. This is good for things like arms in sleeves. Elbows accidentally protrude through sleeve when you least expect it, so make covered part of arm above wrist completely invisible.
- More (better?) rigging / bones (so that you don’t need to manually repaint the bone weights). Hard to explain this one in detail without getting into specifics of each character + rig. … in short, however, my rigs end up with nearly as many “stay” bones and “pose” bones… to keep some parts from deforming when using auto-weights. Example #1 : if moving neck is making back of head distort, add extra bones to back of head (parented to main head bone, so they follow). Hide these, or put in an unvisited bone-layer apart from the pose-bones. Their mere existance keeps the neck-deformation weights from getting propagated to the back of head. Example #2 : bottom of elephant feet might deform too much during posing legs, so add extra “ring” of bones around bottom of foot (parented to lowest poseable foot bone).
- Shrinkwrap (modifier) : steps: (1) model “foot + leg”. (2) model sock & shoe as separate objects, extra large outside “foot + leg”, each with a shrinkwrap modifier onto “foot + leg”. Modifier has a field “Offset” that you can use to raise shrinkwrapped object back up off the target object (“foot + leg”). Make sure shoe’s offset is larger than sock’s offset (to keep one outside the other). (3) Parent all 3 of these objects to the Rig (armature), and make sure Armature Modifier is BEFORE shrinkwrap modifer.
Some more experienced rigger probably knows more tricks…