I have a rigging dilemma. It turns out that I have a model that was originally a single mesh, but that I have broken up into pieces because it combines hard (armor) and soft (body) parts intermixed.
I have weighed the soft parts with automatic weights: CTRP / Armature Deform with Automatic Weights, whose weights I have adjusted manually afterwards.
To the hard parts, I have separated them from the initial body, in Edit Mode / Vertex Groups / Remove from all Groups to clean all influence, and then in Pose Mode, I have parented each one to the closest bone using: CTRP / Bone Keep Transform
The problem arises when moving certain controllers of the rig, the separation between hard and soft parts is seen (since I have separated the meshes)
(Image when moving hip controller showing the separation between meshes)
I have tried to rig all the gaps between some parts and others, with different bones, to 100% by weight (100% influence), but they always end up being gaps between the hard mesh and soft mesh, whether in one type of animation or another.
So, my question is: If you had a model that continuously intermixed hard (non-deformable) and soft parts, would you separate these parts into different meshes? If not and everything is the same mesh, how would you make them hard parts not deform? and still follow the movement of the rig (despite not having weights)?