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Mesh Rigging


Reiramon
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Hello,

I made a simple  test open shirt with collar.

The problem is, after I bind to meshes using Avastar the collar stretches to towards the arm after rotating it.

I have tried deleting some of the vertex groups but I can not find a way to make the collar stay in place without not breaking the arm rig. It appears it gets bound to clavicle and upper arm.

Are there any tips how to rig collars?

Do people use T pose or A pose for mesh creation in blender?

Do people bind to mesh or paint the weights from scratch?

Do you apply the modifiers AFTER you bind to armature and fit it to body meshes? I found out that if I apply subsurf or multires, its a problem to rig as there is a lot  verts.

 

Am I losing my mind trying to figure it out.

Any help is appreciated!

Edited by Reiramon
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You should build your mesh so it works well with the existing weight painting of the avatar- move your collar until it is located where it will only be in the area that is only affected by the collar bone. If it won't work well you can also break the collar off the rest of the mesh, copy only the collar bone to the collar, and then put it back in (sorry if it's not called collar bone, maybe it's clavicle, I mean the bone BETWEEN the neck and the shoulder/upper arm, that one is not bendy)

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