[Rigging] Tri-joint shadow weighting

 tri_joint_shadow_weighting.fbx ]


A skinning technique to fake deforming layers using Linear Blend Skinning (i.e. a unique skin cluster in Maya), useful for instance, for characters with overlapping geometry layers (e.g., body + clothing). The requires 3 joints under a common parent:

The key to avoid self-penetration resides in:

Notes

A proper way to deform multiple layers is to apply multiple deformers, for instance, several skin clusters (Maya), or some post process lattice deformation etc. Those are usually not supported in game engines though.


 
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