rigging complex object with several meshes...?

I was a little unsure if this was supposed to be under the modeling forum, but here it goes:

I have this character that I want to animate, but it has separate meshes for, lets say, upper and lower body. When I give him a couple of bones to test him with, he cracks open between the meshes when he bends, which really gives away that he is built of many parts.

The original file is .obj, how should I set the import settings? Each mesh has UVs and everything, and I don’t want to screw up the model as it is not mine originally…

Are the objects meant to be separate, or did the mesh split when you imported it?

There is an option in the .OBJ importer that says ´´separate objects by¨, if you disable those options, the object should be imported and one mesh.

In the case that the model is meant to be split in several meshes, if you weight paint it manually you should be able to avoid the separations to show up.

They were modeled as separate meshes, I guess it was to simplify the UVmapping, but I want them to act as one complete model/mesh…

You are probably right, I might need to weight paint manually…

When I disable the “separate objects by” option, does that mess up the UVs? (the model has several textures/materials…

I don´t think it will mess the UVs, it may overlap them.

You must also know that as the model is made of different meshes, those meshes will always have a visible seam in the areas where they connect, it won´t look like a seamless model. There´s no work around for that, unless you join the meshes into one big model

Ok, thanks for the tips, I’ll try to experiment on it :slight_smile: