Hey Erdenebileg. Glad it’s helpful. Jackets are so problematic. Right now i count on ncloth so that i can delegate more resources to the main character rig, but a lightweight ribbon or curve driven system, will always be my go to for clothing articles like this.
@@KoteyAnnan Does Ribbon setup work for Game engine? or have to use other setup? if so can u please suggest me game engine compatible setup? oh and also Do you have Discord or something to connect with you?
@@eegii0554 I think you have to use another setup. if the engine supports having floating joints that are not connected in ha hierarchy then you can just use non parented joints with some good weight painting. I won't be surprised if unreal engine supports using curves as influence objects. if that is the case you can produce a ribbon like effect with curve used as an influence object for skinning. I'm on Telegram as @koteyannan
Hey! i came across this as Im trying to make something similar, and I was wondering how you make the controls of the jacket rig follow the body rig? AFAIK, you can skin lofted curves to bones just like regular meshes, so since you mentioned ribbon system, I thought those jacket controls are spline setups on lofted curves that are skinned to the body rig? Or something else entirely?
Thomas, each ribbon system has a global control. Those global controls are then constrained to the chest joint of the the character. This way the chests transformation is responsible for all the loose hanging parts of the jacket (the body of the jacket). for the sleeves, they are skinned to the arm joints. Another interesting way it all connects to the body is at the collar. the collar of the jacket is skinned(not constrained) to the chest joint. This particular choice with the collar, makes for a very convoluted setup but all the additional tiers of controls allow for enough flexibility and control.
Hey man! I really appreciate your setup of clothing. I am having hard time with cloth rigging. That Ribbon setup just lit my mind! Super Thanks
Hey Erdenebileg. Glad it’s helpful. Jackets are so problematic. Right now i count on ncloth so that i can delegate more resources to the main character rig, but a lightweight ribbon or curve driven system, will always be my go to for clothing articles like this.
@@KoteyAnnan Does Ribbon setup work for Game engine? or have to use other setup? if so can u please suggest me game engine compatible setup? oh and also Do you have Discord or something to connect with you?
@@eegii0554 I think you have to use another setup. if the engine supports having floating joints that are not connected in ha hierarchy then you can just use non parented joints with some good weight painting. I won't be surprised if unreal engine supports using curves as influence objects. if that is the case you can produce a ribbon like effect with curve used as an influence object for skinning. I'm on Telegram as @koteyannan
amazing job
Thank you
This is really good
Thanks Moses
real impressive
Thanks Owen
Hey! i came across this as Im trying to make something similar, and I was wondering how you make the controls of the jacket rig follow the body rig? AFAIK, you can skin lofted curves to bones just like regular meshes, so since you mentioned ribbon system, I thought those jacket controls are spline setups on lofted curves that are skinned to the body rig? Or something else entirely?
Thomas, each ribbon system has a global control. Those global controls are then constrained to the chest joint of the the character. This way the chests transformation is responsible for all the loose hanging parts of the jacket (the body of the jacket). for the sleeves, they are skinned to the arm joints.
Another interesting way it all connects to the body is at the collar. the collar of the jacket is skinned(not constrained) to the chest joint. This particular choice with the collar, makes for a very convoluted setup but all the additional tiers of controls allow for enough flexibility and control.