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>> No.919272 [View]
File: 184 KB, 1036x818, lAS19.png [View same] [iqdb] [saucenao] [google]

How should I build my skeleton to support skirts and dresses in a game engine?

I have something rigged up like pic related where I have two-bone chains going out in 8 directions around the hip bone. I have a collision sphere that collides with the thigh bone and presses the skirt bone out of the way, preventing collision with the legs. My character has modular clothing so I activate and deactivate the bones as needed.

It works for the most part, but the length of the bones or how big the collision spheres should be just never seems right. I'm also struggling with my weight painting where the transition between waist and skirt is either too sharp or too soft. There's either not enough weight to accommodate crouching or there's too much weight and it abruptly goes from no physics at once vertex to jutting out at the next.

I really want to avoid having custom skeletons for different kinds of outfits. It would be much better for me to have one single humanoid skeleton that supports a variety of chest/leg garments.

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