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