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  • Best approach to meshes and clothing.

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Hello! I just recently got spine for myself in a vain hope to animate a few things, and right now I'm hitting a brick wall of uncertainty and dat learning curve yo.

Right now I am trying to deal with having a sleeve of a jacket bend with the arm. I have the arm in two parts but I didn't draw the sleeve in two parts. I know theoretically theres a way to make this solid jacket sleeve bend when the arm moves but right now its clipping through its self heavily and I'm just scratching my head.

I'll include images of my pathetic first attempt to be schooled on this matter. :rofl: Really out of my element here.


I feel this is more of an issue of approach on my part. :think:

Any insight would be greatly appreciated. We all gotta start somewhere :scared:

Hello Darko! Depending on the style of bending you want for your arm, you could decide to rig it in several different ways.
If you're going for the rigid look, it pays off to try to create the mesh hull as closely as possible to the artwork itself.
You can create a series of parallel lines, one crossing directly the origin of the second arm bone, then 2-3 above and below it, close to it, to make the bending less spiky.
Next you want to bind the arm mesh to both bones, and set the influence of the middle vertices that go over the pace where the two bones join at roughly a 50% influence of both.
I recommend switching to animate mode to bend the bones as it makes far easier to tweak the weights than trying in setup mode and switching back and forth.
At this point adjust the other weights to your liking, If I were you I'd start from the farthest vertices that need to follow the lower arm bone, therefore have 100% influence of that bone, and adjust the bones in between to look natural when bent.

By the way, you can see an example of bent arm at this page:
Weights - Spine User Guide: Triangle order