Hi all!
I need some advice! I’m trying to rig a humanoid character that is clothed in a head-to-toe loosely fitted cloak with hood. Also, the character is a spirit, so you don’t actually see a body under the cloak. Initially I rigged the humanoid shaped cloak with a normal biped rig, and tried weight painting the mesh/cloak to make it seem like there were limbs underneath when walking, but that became extremely frustrating quickly.
Since my team is planning on using Physx for the cloak’s physics in engine, I was thinking the best way to go about this is to maybe put an actual human body mesh underneath the cloak, don’t texture it at all, use it for collision in Physx, and just animate the “invisible” biped underneath (letting Physx animate the cloak).
My questions to you guys are:
- Would this work and/or give the effect I’m looking for?
- Anyone have any advice with rigging in Blender in preparation for Physx addon in UE4? maybe shed some light as to your workflow? do you animate without the clothes and leave all the cloth work for Physx?
Any help/advice would be appreciated! I am new to rigging/animation =)
Thank you for your time!
Runaround5ue