problems with skirt animation - any suggestions?

OK, so I’m fairly new to animation with 3d solids, and I’m stuck. I created a cave man character, rigged him up, and got a decent walk cycle going. Then I put on his ‘clothes’ - a typical over-the-shoulder fur that comes down to just above the knees.
No matter what I do, I can’t get it to follow properly when he walks. at the ends of each step (when his legs are farthest apart), the legs come through the ‘fur’ - almost always at the inner surface of the thigh. The cloth is getting stretched so tight that it gets pulled into the leg.
I tried using just the armature to control the cloth,and also tried using a deform mesh - I got he exact same results with both. Then, I figured I’d just make the ‘skirt’ part of his toga wider, so it wouldn’t pull, but when I did that, it ballooned out from the surface of the leg (I can’t figure out WHAT is determining how far it stays from the surface - I’ve tried fiddling with everything I can find…).
The best result I got was with the armature driving the base mesh and the deform mesh, and the deform mesh driving the toga. the problem I’m having is that the toga sticks to the full circumference of the leg (so if you look at it from the bottom, the hem of the toga looks like a figure 8).
Am I missing something really obvious, or is there a commonly-known approach to this type of problem that I haven’t found yet? (so far this is the only thing I’ve run into that has completely stumped me). I;ve been through a ton of tutorials, and found a lot of pointers, but nothing that actually solves the problem…

Thanks for any suggestion…
-J

Picture of the character and toga would help.

Make sure the Toga has enough mesh detail to do the deformation you want, also make sure that the mesh is properly modeled.

I dont know what your toga looks like so I cant tell you anything of certain but the approuch I would take with a Caveman toga would be to:
Bind the character to the armature, like you would. Then Bind the toga to the same armature, and weight paint to match the characters deformations. If you still cant get it to work, add some shape keys and setup some drivers so that the toga deforms correctly.

I’ll grab a couple of images later… Should have thought of that…
thanks
-James


here’s an image of the legs. You can see that the back leg is coming through the toga, but the front leg still has extra room. If the front leg was tight to the toga, this would make sense (the toga is too small, and should ride up or the leg should go through it). But with the extra room, I can’t figure out why the toga isn’t moving to keep the back leg inside…

I’m not sure how weight painting would help to solve this. can you elucidate?

Attachments


well, I more or less solved it. I just cut the bottom but (up to the top of the yellow line) off. This was the area that the leg was coming through, so now it works. Not ideal, but in this case, good enough…