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Author Topic: animating clothes  (Read 9864 times)

rellik420

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animating clothes
« on: September 08, 2009, 07:06:59 pm »

i havent really attempted either of these but i think my theory is sound. when making a figure you couldnt have the clothes as a seperate model (even though they would be in object mode). once rigged and you do your animation you would go back and morph the clothes to the animation so it would flow with the movement.

(i know im asking alot fo questions but im really considering completeing what im working on.)

(and i want it to look good)
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johnar

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Re: animating clothes
« Reply #1 on: September 08, 2009, 08:57:56 pm »

 Sounds like something you'll really need to experiment with.
 Your theory seems sound, but it could be quite difficult to get the clothes to move correctly in sync with your figure movement. (but then again, i like your theory).

 Probably the safest way to go would be to make your model 'with clothes', but i spose thats not really an option for what you're doin.

 Good luck with your idea. It could work.  ;D

 Would be interesting to read, (or see), your results.  ;)
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lynn22

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Re: animating clothes
« Reply #2 on: September 09, 2009, 03:02:17 am »

I did something similar with the birds in my Chopin animation.
Their wings were separate from the body and had morphs to make then fold/unfold.
The only thing you will need to be careful with is that when making your animation you may need to manually adjust the movement of the bones attached to the clothes, i.e. when the whole figure moves the (detached) clothes may not be in the exact location where they should be if they were part of the whole figure.

Also, I did the morphs before rigging the figure but if you are going to do the morphs after rigging the figure, first save your file under a different name and then do the morphs. It has happened to me that making changes in object mode erases the rigging in figure mode. Should that happen to you then you can always go back to your first file.
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rellik420

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Re: animating clothes
« Reply #3 on: September 09, 2009, 04:54:50 pm »

would it work if i made the clothes (wich will be like a hoodie cloak thing all 1 piece) but put them off to the side. then make the 1st morph have him clothed? this way i can rig the body and the clothes seperately on the same figure. and move that around and the clothes will form to body on my morph.

*Note*
I do realize i would have to wieght paint the clothes in order for it to work.

(i think it would be alot easier that way because of all the polies stacked on top of eachother.)
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lynn22

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Re: animating clothes
« Reply #4 on: September 09, 2009, 06:08:50 pm »

I'm not quite sure about your question.
Let's say in object mode you have Yoda's head and cloak together "looking" like one piece then you can move (use arrow keys on your keyboard) either the head or the cloak without losing the rigging in figure mode.
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Indian8or

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Re: animating clothes
« Reply #5 on: September 10, 2009, 02:33:31 am »

In my opinion, if you are going to use anim8or, assigning bones to the clothes would be a better idea than morphing.

For example, if your figure is running, then the parts of clothes that hug the body should be influenced by the figure's body that is they should come under the influence of body bones and the parts of clothes that are farther from body like loose sleeves and bottom of cloak should have its own bone as they are likely to wave with wind and that way you can achieve perfect synchronization as well.

If the figure is jumping from a height, you can manipulate the bones of clothes to show the loose cloth getting lifted by air.

I think I have made my point clear, did I?
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Jehovahenker

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Re: animating clothes
« Reply #6 on: September 10, 2009, 09:28:04 am »

In my opinion, if you are going to use anim8or, assigning bones to the clothes would be a better idea than morphing.

For example, if your figure is running, then the parts of clothes that hug the body should be influenced by the figure's body that is they should come under the influence of body bones and the parts of clothes that are farther from body like loose sleeves and bottom of cloak should have its own bone as they are likely to wave with wind and that way you can achieve perfect synchronization as well.

If the figure is jumping from a height, you can manipulate the bones of clothes to show the loose cloth getting lifted by air.

I think I have made my point clear, did I?

Very clear imo ;)
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captaindrewi

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Re: animating clothes
« Reply #7 on: September 10, 2009, 10:38:00 am »

very interesting approach indianator,  sounds like a complicated procedure though.
would be great to see a working example sometime in the future.
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johnar

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Re: animating clothes
« Reply #8 on: September 11, 2009, 06:25:14 am »

Ok. So you can attach more than 1 object to a bone. Therefore, you could have the clothes being influenced by the bone movement, the same as the body. (both on same rig).
 That would have to be the most reliable way of getting clothes to move in sync with the body.
 I gotta say though, Indian8or, that the material movement, like the cloak 'flapping' in the wind, I think would be better done with morphs. Think of a flag in the breeze. You get much more realism using morph targets to make that happen, than you can with bones. (bones have other limitations as well, when compared to morph targets)

So, use both.  :)

. Attach clothes to same rig as body., so that they move as the body moves, but use morphs for secondary movements and more detailed movement, (and tweaks and fixes). .
 Actually, i think thats what Relik420 said in his first sentence. "...once rigged and you do your animation you would go back and morph the clothes to the animation so it would flow with the movement.".
  Meaning, clothes are already added to rig, the mophing comes later to help the appearance of  "flowing with the movement"., but the actual main movement is already controlled by the rig..
 (is that what you mean, Relik420,. ? Sorry, but i misread your post the first time, so my comment about morph-targets may have given the impression of 'useing only morph targets')
My mistake.
Your second post, Relik.
 "... this way i can rig the body and the clothes seperately on the same figure. .. "
 Yes. I think it may be better to add your clothes to the same rig, but as a seperate object.  That would make it less cluttered to make your  morph targets, rather than all those xtra polys if clothes and yoda were all to be 1 object.
 Keep in mind though,  that if he has his cloak on, the majority of his body won't even be seen. So you won't really need to include all those 'covered pollies'. You could delete them.
 This is where it could be a good idea to have some different versions of your character. (figure -> export)
 ie: Yoda with cloak and Yoda without cloak..
 Save a copy of 'cloak' as well. After all, it will be its own object, with morph targets, and you may decide to use it somewhere else in the future. ;) .(object -> export)
Also, remember to make any major changes BEFORE adding morph targets. You will lose any yoda morphs if you start deleting unneeded portions of his body.
 



« Last Edit: September 11, 2009, 07:37:59 am by johnar »
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Jdez

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Re: animating clothes
« Reply #9 on: September 11, 2009, 07:25:05 am »

very interesting approach indianator,  sounds like a complicated procedure though.
would be great to see a working example sometime in the future.

Ya I have to admit If it worked It would probably be AWESOME! but It would take forever to make each morph for each movement. Even standing still the hood/cloak/whatever would have to be moving. Maybe Indian8or has a point? or maybe you could combine a little bit of both. Maybe Bones for large movements and morphing for small. I think Captaindrewi is right though. It will be complicated either way. I can't wait to see your finished animation!
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Indian8or

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Re: animating clothes
« Reply #10 on: September 11, 2009, 08:12:58 am »

Quote
very interesting approach indianator,  sounds like a complicated procedure though.
would be great to see a working example sometime in the future.

Already started working on it.  Hope to have something to show here soon.
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