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Rig armor parts with different bone capture attributes


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Hey there!

I am having this model of a full armor I want to rig / animate.

At first I used the "bone capture biharmonic" method to skin the armor which gave me overall deformation of the different pieces.

Next I used "capture packed geo" so the pieces stay rigid which worked really well and gave me exactly what I was looking for.

The issue is now that there are pieces like the hand of the character which I want to deform in a more organic way like a normal hand would.

Because the hand is not made of different joints like a robotic hand, what would work with the capture packed method. I would have to split the fingers up in segments to deform them, what would look weird / break the whole hand.

Is it possible to use different capture methods for different parts and combine the bone capture attributes later for deforming?

So for example use biharmonic capturing for the organic parts and packed capturing for the rigid parts?

Or would there be a different approach / workflow?

 

Looking forward to your ideas. Thanks!

 

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