Linking a Character bone to Clothing bone?

So I made a dress. Fitted it and rigged it to G3 Female, everything works, except, the legs. When I move the character leg, the skirt will not move. This is basically because the "thigh" on the dress/skirt is not vertex weighted to the actual thigh but to a handle. So as it is now, I would have to move the character leg, then go to the skirt handle and move the handle there.

Is there a way to link or set the character thigh bone as a controller for the skirt handle so when I move the thigh bone the skirt moves/bends automatically?

Thanks in advance for any replies!

Comments

  • Richard HaseltineRichard Haseltine Posts: 109,054

    You can project the weights from the legs into the skirt, but even after smoothing the weight maps out that tends to look odd. You should be able to link the roatations using the Property Hierarchy pane and the Parameters pane in Edit mode (right-click menu) by drag-and-drop but I'm not sure how well that would work.

  • exnemsimsexnemsims Posts: 4

    That second options sounds like what I need could you be more specific, like step by step? Thanks so much!

  • Richard HaseltineRichard Haseltine Posts: 109,054
    edited June 2017

    Right-click in the parameters pane and select Edit mode, if it isn't. On the skirt, select one of the handles and right-click on the first rotation you want to link and select Show in Property Hierarchy. In the Property Hierarchy  expand the tree under the property to show Controllers>First stage.

    Select the base figure and the limb you want to drive the handle. Drag the rotation you want to drive the handle into the First Stage Additive group on the skirt handle in the Property Hierarchy. Check that the skirt is repsonding, if need be expand the options under the added figure rotation in the Property Hierarchy and adjust the Scalar value (this converts the rotation on the bone to rotation on the handle), also make sure in the same group that the link is set to save with the handle rotation and not the base figure.

    Repeat for the other links, save the skirt and figure as a Scene Subset with skirt and base figure (you might also try a wearables preset but I'm not sure if that will preserve the link).

    Post edited by Richard Haseltine on
  • exnemsimsexnemsims Posts: 4

    Thanks for the reply :)

    I'm having a problem though. I right click the rotation on the skirt and select show in Property Hierarchy, etc., but then when I select the limb on the base figure the Property Hierarchy pane shows the base figure instead of the skirt, so how do I drag the rotation to the skirt controller if the Property Hierarchy pane changes each time. I know I'm missing something :P

    Thanks again for your help!

  • Richard HaseltineRichard Haseltine Posts: 109,054

    Sorry, I had forgotten about that - you will need to keep the skirt handle selected, it will b eeasier to see what you are doing if you change the label on one of the transforms (if they currently match) so that you can see which is which.

  • exnemsimsexnemsims Posts: 4

    I still don't get it :(

    How am I supposed to keep the property hierarchy pane from changing when I select the figure, I can't drag the rotation into the skirt controller because when I select the base figure the property hierarchy pane changes. Am I making any sense?

  • Richard HaseltineRichard Haseltine Posts: 109,054

    You keep both the handle and the leg selected - click on one, cmd/ctrl-click on the other.

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