I have a few characters with a standardized (custom) rig. I also have some accessories that I want to be able to attach and animate to the characters.
Some parts of the accessories should stick to the character (like a waistband or belt) and other parts should be free flowing at one end and able to be posed separately. I’m avoiding cloth simulation for this project because I need manual control, but think of a skirt or trailing fabric, or a radio mic attached to a belt by a cable.
I have it kinda working with having part of my test object parented to the body rig + weight transfer for a working waistband. The rest of the object is controlled by a separate armature because I am trying to learn to use Linking and library overrides and I don’t want to add clutter to the main rig.
How do professional artists handle accessories that need their own rigs? Does everything get merged into one megarig? (Switching between actions constantly for animation just seems really, really annoying!)
If you keep your rigs separate, what’s the preferred way to attach one rig to the other? e.g., I want to attach the free-flowing section of bones to the surface of the waistband. I was thinking I need vertex parenting or something to pin the top of the free-flowing mesh to the waistband.
To reiterate, I don’t want to use cloth sim for this.
Thanks for reading!