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I have a character where occasionally an underlying mesh (clothing or body) pokes through an "upper layer":

enter image description here

While I have used Surface Deform to get jeans to better deform over skin/body, it is never perfect (e.g., muscle bulge can poke through shirt or pants). In the image above multiple layers get more complex. I was thinking in this case that having a vertex group in the pants, that is Masked by a driver (bpy.data.objects["Shirt"].hide_render) might work. I'd lose the deforming of the shirt by the pants, but I would suffice.

Getting the Vertex Group defined is my challenge, something that an operator like Shrinkwrap probably has built in. While I could go the python route, am I overlooking a simpler Interface/"Select by distance to another object" that might define the selection?

enter image description here

james_t
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    Does the Vertex Weight Proximity modifier head in the right direction? – Robin Betts Feb 12 '23 at 19:26
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    The trick I think you are missing is that you don't create a vertex group, you modify an existing one. See the Vertex Weight Proximity modifier https://blender.stackexchange.com/questions/153177/worms-crawling-under-skin or https://blender.stackexchange.com/questions/165827/using-a-b%c3%a9zier-curve-to-raise-lower-height-of-vertices – Duarte Farrajota Ramos Feb 12 '23 at 19:27

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