Rigging Stage - Bags
Last updated
Last updated
Prepare the model for skinning by merging it into the Avatar Rigging file.
For the bag costume, you need to create a bone that will inherit the skin value from the body part of the bag and assign it a skin value accordingly.
Position the Bag_root bone at the center of the bag body.
After creating a bone for the bag (Bag_root), link it as a child of the body bone (spine). The spine to link to is one of the Spine01 - Spine03 bones, depending on the location of the bag. (For most designs, linking to Spine03 or Spine02 will be appropriate.)
In the Skinwrap option, the target is either the avatar's Body001F (female) mesh or the Body001M (male) mesh. If the shoulder strap of the bag extends from the shoulder to the arm, choose the Body001 (limbs) mesh as well.
Set the Deformation Engine option to Face Deformation.
Adjust the Falloff value to a number between 1.0 and 9.0, ensuring it aligns well with the skin values. (This can be conveniently accomplished by adding a dynamic key value on the avatar body bone.)
After adjusting the Skinwrap option, while the avatar's pose remains unchanged (typically frame 0 = the first frame on the timeline below), utilize the Convert To Skin option to change the Skinwrap Modifier state to the Skin Modifier state.
After applying the Skin Modifier, under the Bones list of the Skin details, click the 'Add' button to include the Bag_root bone that was created earlier.
Use the 'Remove' button to delete any unused bones assigned to the skin one by one from the Bones list of the Skin details. For the bag, the arm, leg, or head bones are not used. (If you need to include shoulders and arms, keep the bones for the upper arms.) Although the inclusion of unused bones typically does not cause significant issues in-game, it's recommended to exclude them from Skin assignments for organizational purposes and to prevent potential unexpected issues.
Commonly used bones for bags include: Bag_root C_clavicle_l_scale, C_calvicle_r_scale C_spine_01_scale, C_spine_02_scale, C_spine_03_scale
In the Skin Modifier option, adjust the Bone Affect Limit value to 4 (default is 20), set the Remove Zero Limit number to 0.01, and then click the Remove Zero Weight button to tidy up the weight values. Next, click the Edit Envelopes button to activate them and adjust the skin values for parts lacking weight or not properly attached.