Need help with rigging robe for game

Hi folks,
I am rigging this ghost robe for a game skin. But I have problem with rigging this robe.
So in the left or right walk pose (ps. it is walk pose from game), the leg is always overlapping the robe. How do I fix this? I really can’t figure it out.
Any help would be great.

Here is the blend file
ROBE BLEND FILE

Hi, you probably will have to add blend keyframes to compensate for that.

Hi, I got rigging problem with the leg clipping through the robe. Not the animation.
The walk pose is originally from the game.

Sorry what i meant was blend Shape keyframes to the robe.
You could also add bones to the robe and keyframe animate them.

I don’t get it, how can that fix the clipping problem.
I don’t want to change the walk pose since it is originally from the game.

The walk stay the same, you just create shape keyframes to the robe when it interact with the leg.
This thread could be useful: https://blenderartists.org/t/how-do-i-avoid-having-my-characters-legs-passing-through-his-cloths-when-he-walks/1442833/1

I see, it will indeed work in blender.
But since I need to import the model into a game and it don’t really have shape keyframe. The format is in gamesbyro .nif (nifskope).
And I can’t add any extra bones to the model, since it will break the game, it can only understand bones originally from the game

I think there is a way to transfer key shapes from blender to game using actions NLA.

In your situation, the robe is a major problem, as you are starting from a rather small robe, and the animation has some very exaggerated keyframes where the knee moves up to the chest area ). Compensating for that might be better accomplished in sculpting…where you can navigate to the first keyframe of the problem, and just use the Grab Brush to pull the material away from the knee…it isn’t a complicated process but time-consuming…

You can also use a mask modifier to mask out things that are never seen under the sheet and it will not display them…

You can make things better by using a collision on both the sheet and body…

You can also…

  1. Use triangles to quads…
  2. then use Triangulate ( Beauty, Beauty)
  3. Add a subdivision modifier, with a single subdivision.

This alone will fix most of the issues you are having!

Remove mesh from under the sheet will be the last thing I will do if I can’t figure out this clipping issue.
In gaming, I believe it only understand triangles or the game will convert the quad to triangles.

Can you give me the blend file, so I can check it?
Do you check it with the ingame walk pose? (go to pose mode, select all the bones and on the pose library select the walk pose). Is it still clipping?
The ingame walk pose is kinda funny, it rotating the thigh on Y axis about 11* to the opposite thigh.
I need to follow the game anim because that is how the peds is programmed to walk and run.

I didn’t see it as they don’t show in the assets ( no Icon as yet)…
So I tested and yep the walk is so miss-aligned and the legs cause the cloth to fold in on itself…( you might need to scale up the lower part of the sheet, so there is a bit more fabric to cover the legs)

Easy to fix in Sculpt Mode…with the Elastic Deform or the Grab brushes… it just takes time to go between the Pose Assets and the sculpting, switching back and forth between workspaces…
I only worked on it little as if need to do some other things, but I’ll keep track and holler if you get stuck with it…


ghost2.blend (2.1 MB)
Blender 4.1.1 File

Hi thanks,

The right walk pose is goood, it don’t have right leg clipping out, but now the left walk pose has problem the left leg is clipping out.

Like I said I only worked on part of it… you will have to do the other sections…
That is why I suggested proportionally expanding the bottom part of the robe, as it is just too tight around the exaggerated movements of the legs… you adjust one side and the other moves over and starts clipping… there is a lot of stretching in the lower mesh seen in this shot between the Right leg and Left… this is the full extension…when the cycle goes the other way there was also clipping…