OK, took a look at it, somewhat, didn’t do a thorough inspection…
Tried a pose like the first pic, and found some verts shooting off like in your pics. see here:
There are 2 different parts of meshes that are shooting off in weird directions. The skin that is stretching at the neck, I figured that one out via the method I described previously in this post. Enable the armature modifier in edit mode, enter edit mode for the mesh…etc…blah…blah… The one vert I looked at was assigned to ‘right’ vertex group. Thinking it was assigned to another vertex group - ‘chest’ - maybe with a weight of 0. Follow chipmasque’s excellent tip on correcting that.
BTW - @ chipmasque - thanks for the tip, never used the fix you mentioned about copying weight from vert to vert… good tip, thanks!!!
Now, the gray spikes, I traced that back to the solidify modifier on that mesh object. It appears to be a bit buggy (or as the classic blender joke goes: it’s not a bug, it’s a feature
hahaha
) Didn’t look too deep into it, but basically, moving the solidify modifier to the top corrects the problem.
Modifiers are evaluated from the top down. Rule of thumb is to place the armature modifier first, so it works on the base mesh, then subsurf modifier next so it subsurfs the deformed mesh. Gives you a smoother mesh and the armature has 4x less verts to work on. So I don’t understand why the solidify modifier needs to be first, maybe I should RTFM… or maybe it’s a feature :spin:
Two tips for you, and anyone else who might read this thread. First, my preferred workflow is to rig the basic mesh, get that to working, then worry about uv-mapping, additional meshes (corsets, cloaks, armor, etc…) and rigging them. Rigging is hard enough, without compounding the problem with extras… Second is that I’ve never left the solidify modifier on a mesh, I’ve always applied it. It can create bad geometry that needs to be corrected. The bad geometry that it creates could very well be the source of your problems, moving it to the top and applying it might be a good idea (keyword here is - might - I don’t know) and you might have to fix geometry, which might f~(k up uv mapping…
Randy
edit: two other thoughts… I noticed the lace at the back of the corset isn’t working as the character is posed… Also, the body mesh passing thru the clothing might be solved via the mask modifier…