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Dunno if it's possible, but given the UI has a mask modifier detection for the body meshes that allows us to hide body parts when switching through outfit parts using the UI, is there a chance to allow this same function to outfits themselves or hair meshes?
An Example of what I mean: A shirt bellow a blazer is a full shirt, but when you make the blazer visible with the UI the mask modifier automatically turns on cropping certain areas to avoid clipping through the blazer mesh.
Same with hairs and hat meshes?
If this was possible already I apologize for not having idea about it.
Another idea although a bit complicated involves shapekeys.
So far I use a automatic driver for shapekeys turn themselves on when a mesh is on the viewport by linking it to the outfit parts armature modifier (which turns itself off when hidden using the UI) that way the shapekey reacts to the outfit being on or off when using the UI to swap between outfit parts.
I don't think there's a way to activate shapekeys without drivers but it's an idea. Maybe linking it to a specific mesh or multiple via context menu options?
Could be useful for detailed outfit body pressure points shapekeys or even helmets or other outfit parts.
Cheers and thanks for the hard work as always!
The text was updated successfully, but these errors were encountered:
Thanks for the idea, it is indeed something that can be done.
At the moment I'm waiting for the Blender Extensions approval, then I'll rewrite the physics panel and finally I can try this. :)
Dunno if it's possible, but given the UI has a mask modifier detection for the body meshes that allows us to hide body parts when switching through outfit parts using the UI, is there a chance to allow this same function to outfits themselves or hair meshes?
An Example of what I mean: A shirt bellow a blazer is a full shirt, but when you make the blazer visible with the UI the mask modifier automatically turns on cropping certain areas to avoid clipping through the blazer mesh.
Same with hairs and hat meshes?
If this was possible already I apologize for not having idea about it.
Another idea although a bit complicated involves shapekeys.
So far I use a automatic driver for shapekeys turn themselves on when a mesh is on the viewport by linking it to the outfit parts armature modifier (which turns itself off when hidden using the UI) that way the shapekey reacts to the outfit being on or off when using the UI to swap between outfit parts.
I don't think there's a way to activate shapekeys without drivers but it's an idea. Maybe linking it to a specific mesh or multiple via context menu options?
Could be useful for detailed outfit body pressure points shapekeys or even helmets or other outfit parts.
Cheers and thanks for the hard work as always!
The text was updated successfully, but these errors were encountered: