So currently I am working on a graphic novel, using blender to create all of the artwork. But currently, I am having a hard time with rigging clothing. For the characters, I am using MakeHuman, and so they export with a pretty good rig by default. I’ve been modelling clothing myself, and I have one character pretty much rigged complete. But I am now onto another character, and the clothing is different for this one, but it’s still pretty simple.
The problem I’m having is this…Mesh going through mesh. So easy option, delete the arms, you can’t see them.
True, but the problem appears to be that the sleeve actually changes shape, or gets smaller as it rotates, and so no longer fits around the arm. The same thing happens with the elbow.
You’ll see that if I reduce the bend in the arm, it fits perfectly fine…
So atm I’m trying a technique I found on YT which uses the mesh deform around a shell. The shell is linked to armature, and the top deforms around the shell. Both this method and normal weight paint produce almost identical results.
So what I’m basically getting at, is what’s the best way to rig clothes? Should I be using shape keys and drivers to get a decent rig? Prior to this method, I spent a while tweaking weight paint, but it was all in the right place, and adding/removing weight didn’t do a whole lot. I did look into MakeClothes addon, but that doesn’t really seem to work these days it would seem.