Quoted By:
Sorry for blogging again but I'm facing some dilemmas. I finished rigging the body and the clothes and I also finished and textured the clothes (so the model itself is kinda done sans the MMD stuff which I hope to finish tomorrow), but I did the last one really shittily because I decided to actually texture paint the clothes in the viewport instead of doing the shoddy place-all-edge-faces-into-a-gradient-box thing that I usually do. Here's how it looks now. Looks okayish from afar but abysmal up close - look at the sandals in the pic for example. I'm wondering if I should redo the texturing like I usually do or if afar is all that matters? I'm kinda running out of steam and just want to be done with it so I can play with the rigging stuff for Yuuka anon.
Another thing is, I rigged the bottom part of the robe to bones stemming from the belt, intending to use physics to manage it. Bone placement in pic. Is that a bad idea and I should rig them to legs instead? I've had some really bad experiences with doing "skirt" physics that I'm not sure if the flexibility is worth it. Also should I place IK handles at the ends of the "skirt" chains for physics pre-placement or is that useless?
Also not sure how to deal with the backpack being there. The hair will clip through it if I don't add a physics body, but if I do and just toggle the backpack off using a material morph, the hair will keep bumping against the physics body for the invisible backpack. Should I use a group morph to also move the bone with the physics body somewhere high up in addition to making it invisible? Or is hair clipping through the backpack good enough?