How to create rigged mesh clothes

We will assume that you know how to create 3D mesh objects.

"Rigged mesh" is used to create 3D objects that adapt to your avatar.

For example, you can create a shirt, a belt, a bikini, a skirt : if you resize your arms, if you increase your waist size, your clothes will adapt automatically. If your avatar raises his arms, your shirt will bend, if you walk your skirt will follow the movements, it's magic !

You shouldn't rig non-foldable items like a pair of glasses.


1. Starting

So how do we do it ? At the beginning, the easiest way is to start :

2. Prepare

Go to an empty land as you will need space, and drag the object from your inventory onto the ground with the mouse. Then build as usual with the menu OBJECT > EDIT MESH to change it.

The first steps are :

  1. link your mesh (LINK, all volumes, click a mesh point),
  2. then to center your mesh (MOVE, click a mesh point, click CENTER),
  3. place it on your avatar using the arrows (MOVE),
  4. to turn it (ROTATE),
  5. to give it the right size (STRETCH).

3. Neutral Position

If your mesh is not in the neutral position, standing with arms horizontal and legs slightly apart, it's important to rectify this before you start rigging. Mode SEAM is very useful here (see Chapter "Adding Volumes" at the very bottom). It allows you to place a seam around the shoulder, for example, so that you can rotate and move the arm without affecting the rest of the mesh. To repair the stretched texture under the arms, don't hesitate to subdivide this area to add stitches, or to pull on the mesh with stretch 2d.


4. Switching from normal to rigged mesh


To switch from normal mesh to rigged mesh, go to RIGGING mode and choose one of the options below, then click on any mesh point.

a) flexible : in flexible mode, a click on your volume will link each point to the 4 closest bones on your avatar. Your volume will deform and bend to follow the movements of your avatar. It's great for a skirt, pants, shirt, shoes.

b) rigid : in rigid mode, a click on your volume will link each point to 1 nearest bone on your avatar. So the volume will follow your avatar but will look like a robot made of blocks.

c) unbind from bones : clicking on your volume detaches it from your avatar, so it becomes again a non-rigged mesh.

If you only want to link your mesh to certain bones (e.g. to rig a tail), the bone list on the right lets you choose which bones you want to work on.


5. Edit the mesh


You'll notice that the mesh moves and distorts strangely. To stop these distortions, uncheck the 'Play Animations' box so that your avatar remains in a neutral position.

If you can't see the mesh points, bring the camera closer (zoom in).

To edit your garment, you can choose between:


6. test your result

Once you've made your changes, return to RIGGING mode and re-click any point on the mesh to recalculate all bone weights for each point.

Then check the 'Play Animations' box.

Test your result by walking, sitting on a chair, flying, and starting several test animations. Check that no holes form in the clothing.

If you find a problem, return to point 5 above.


7. finish

Save your garment by closing the editor. Then take a copy in your inventory. To carry it with you, click on the line in the inventory and select the WEAR menu. To change the avatar settings (nails, heels), click on the line of the object in the inventory and choose the PROPERTIES menu.


8. scissor effect


When you build a skirt, you will notice a scissor effect: the dress behaves like pants and folds between the legs when you walk. To reduce this effect, go to WEIGHTS mode and click on all the polygones at the folding points, this will smoothen the foldings. Leave the 'Play Animations' checkbox active.

After this operation, don't click on the mesh in RIGGING mode, otherwise you'll reset the weights as before.