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Avoiding Clipping with armor meshes


Trandoshan

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Does anyone have any tips on preventing clipping issues when a body mesh is under a suit of armor? I realize that it's never good to have a body mesh under and armor mesh, and most modelers remove it where and when they can. I'm working on a series of Modified Vanilla, and Modified Armors of other authors so that they work with Broken Undies Framework Mod. I have made thousands of modified meshes -- no -- tens of thousands really, and the number one problem that requires me to over-sculpt areas of the armor is of course clipping due to two layers of meshes. The meshes usually have to be spaced up to a scaled unit in areas where most freely moving armitures are (Such as behind the kneecap).

 

Do any of you pros have any tips or tutorials when it comes to tweaking the mesh to move fluidly? It's really unsightly to turn one of Tona's or Zotman's armors into a bulky heap because clipping is a problem with meshes converted from one body to another. (bone heat problems between meshes perhaps?)

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Hi!

 

I really havent worked on so many meshes before, but i got some ideas that might help you. My current outfits are having very good rigging because i care about the issue.

 

When i make my outfit i test em in game with the body geometry underneath just cause i feel that it helps the clothing move as if there is really an arm underneath it.

 

if the mesh topology of the body and the clothing over it are almost the same they should deform almost the same.

 

ITs not practical so i would just add subdivisions to the joint areas.

 

instead of expanding armor and clothing parts the body underneath can be shrunken or offset in a problem area.

 

IT is good to import skeleton.nif with animation attached to simulate what it is like in game. You can tweak the rigging in weightpaint mode with x mirroring on while the mesh is deformed into a pose.

 

You can also move the skeleton around manually if u want to look at something specific.

 

Although i think u can only import one animation with skeleton.nif If u want u can import more animations by importing the animation datablock from another blend file.

Or maybe u just keep reimporting skeleton with different animations on it works also.

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When i make my outfit i test em in game with the body geometry underneath just cause i feel that it helps the clothing move as if there is really an arm underneath it.

 

 

I Agree completely, and thanks for the tip.

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