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Anonymous No. 966046

is there a way to rig and skin a character in such a way where the hip and legs are detached so that their volumes aren't influenced by posing? basically i want to pose the legs but not deform the hips excessively, i just want to hide the seams intersecting them.

the reason i wanna try this out is because i hate how volume is lost when you pose legs around the hips, and blendshapes don't seem to work that well unless you make them for every possible angle. is there a metaball approach that can be taken here? or just any way to preserve volume around the hips as much as possible.

Anonymous No. 966051

>>966046
Shaders, topology, and correction bones.

Anonymous No. 966063

>>966046
Shapekeys and or correction bones as anon said. Your topology also plays a fuckhuge factor.

Anonymous No. 966086

>>966046
You could make a geonodes group that finds the intersections via mesh boolean, removes the intersecting vertices, bridge the gap between the resulting holes and come up with a scheme to adaptive transition between the different vertex counts of the holes and finally smooth the mesh.
Just using merge by distance and smoothing might also work.
Either as the other anons mention you're going about that the wrong way.
I'd simply spend some time manually weight painting and let "preserve volume" do the rest.

Anonymous No. 966449

>>966086
that's fair. i just don't know if i could figure out how to weight paint in a way that preserves volume in all cases. are there different weight paint approaches for different posing intentions? like say a dancer or martial arts character rig where the hip joint will have a lot of hyper extension. i'm worried that no amount of weight and skinning approaches will be enough, primarily due to not seeing good results usually.

i'll just try it out i guess. i'll do some basic skinning approaches with 100% weights and no falloff at first, then try to logically think about where the topology is arranged and then create falloffs around the hips appropriately, along with placing the proper helper bones around the glutes and thighs so that they slide in a proper position. i think that'll rely on constraints too though, which might overcomplicate it to the point of just warranting blendshapes again.

so my main point then is, should the model be rigged, weight painted, then sculpted with blendshapes until it's fine? or should i try to bypass blendshapes first, via helper joints and constraints, until it's absolutely necessary?

Anonymous No. 966461

>>966449
Topology can do most of the work, you can study this model for free.
https://www.patreon.com/posts/model-release-94237280

Anonymous No. 966468

>>966461
>shilling your scat porn patreon

Anonymous No. 966471

>>966468
Mindbroken

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Anonymous No. 966475

Maybe try "my" newest gimmick. "My" is in quotes because I'm sure a thousand people find out about this before me. I've tried to explain it briefly here >>966092

The steps to set it up are as follows:
1. Prepare your model as you normally would with Mixamo or automatic weights, whatever
2. Add an Icosphere and place it at the hinge of the joint you want to correct
3. Shrinkwrap in projection mode to it
4. Optionally add liberal amounts of Correct smooth

Don't spend too much time doing manual weight painting because it's rarely useful.
Topology doesn't affect bending quality whatsoever. As you have enough resolution, you'll be fine.