I’m trying to make a wide robe in blender. The model will eventually be for a game and will need to be animated. The issue lies with the sleeves
They deform horrendously upon moving them.
things I’ve tried that have helped with clipping issues so far:
Surface Deform Modifier
things I’ve tried that haven’t quite worked out (mind you, this is my first model in blender so I might very well just not be using these right):
cloth simulation (the robe always falls through the body)
data transfer modifier
parenting to the lower arm.R or middlehand.R
I’d love for this to fall like an actual robe, but all the tutorials I’ve watched are for tight clothing only.
Really nothing on lose sleeves like this out there.
if anyone could help me that would be greatly appreciated!
(don’t mind the ribbon hanging from the waist there, I’ve given up trying to attach that and make it work for now lol)
The reason 99% of clothing tutorials are for tight fitting clothes is because loose flowing clothes are incredibly hard to work with. Most of the time, clothing work of that nature is done in Marvelous Designer, and there’s a reason that’s 40 USD a month. You’re going to struggle to get good results in Blender, long story short.
That being said, there’s no need to give up hope just yet. Here’s a method that may work for you:
If that doesn’t work, your next best bet is to make a fairly bone heavy skeleton for the clothing that will allow precise, detailed, control, and do a lot of painful pose based animation
so that’s how it is, huh? :')
I’ll try these, though. It does say high poly and since I wanna keep polycount as low as possible to not put too much stress on the unity engine later on, I doubt I’d go with that solution in the end
definitely gonna look at the tutorial either way, though, never hurts to know what options are out there!
One other method that could potentially be interesting to you is the Koei Tecmo style rigging, that works extremely well for flowing clothing but is remarkably difficult to wrap your head around. Rather than a traditional skeleton, they use stacks of horizontal bones pointed forward- like a brick wall with spikes protruding from each brick- to create complex but very fluid armatures. See if you can find any screenshots of armatures+models from Hyrule Warriors or Fire Emblem: Three Houses and you’ll see what I mean. It’s a nightmare to rig, but it works extremely well for this use case