LIMIT SMOOTHING AND COLLISION ITERATIONS ON SOME PARTS
Kainjy
Posts: 884
Hi
I'm creating a mechanical armor (wearable) with custom arms and legs.
The torso must adapt to G9 body.. so I use Smoothing Modifier + Collision Iteration to fix poke-throught.
But it gives me bugs on arms and legs (arms and legs are not humanoid): fingers and toes deform geometry but I don't want it.
Is there a trick to limit Smoothing & Collision effects ?
Thanks
PS I can't split arms and legs from torso

Comments
With the armour selected Create>New Push Modifier Weght Node, then you can use the Node Weight map Brush to target the map for the Push Modifier in the Tool Settings pane and control the influence.
You can try changing Smoothing Type from Base Shape Matching to Generic, see if deformation is fixed. Besides, better not add Smoothing Modifier to hard surface wearables.
So, if the deformation issue is fixed, then you can export armor to OBJ (with figure's zeroed pose...), remove Smoothing Modifier, then go to: Edit > Figure > Geometry > Update Base Geometry > Update Vertex Positions (from file)... so as to completely fix the poke-thru.
If you created armor with Blender or other applications, thickening or smoothing geometry there will be a much better option ~~
Thanks
I'll try both solutions
No, ignore mine - I was getting muddled about what you had applied. There isn't a way to limit the Smoothing Modifier, possibly because it is aplying a SubD algorithm (though without adding new divisions to the model) and SubD does not generally apply partially.