Trouble with Basic Malcolm 2.0 modification

Discuss anything related to user mods of the Malcolm Rig
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asibner
Posts: 2
Joined: Fri Aug 26, 2016 2:19 pm

Trouble with Basic Malcolm 2.0 modification

Post by asibner » Fri Aug 26, 2016 2:55 pm

Hi there!

I'm using Malcolm 2.0 for a personal project and am having some trouble making a modification, that I suspect is relatively simple.
I'm mostly using his "worker" outfit, but am also using the "greaser" belt. I'm hoping to:

a. give the belt a larger diameter, so as to prevent intersection with the torso. (I may have already succeeded in doing this w/ the "tweak" node)
b. remove the existing buckle and studs and add an alternate buckle and belt loops to the belt that will move with and deform with the belt.

I've deleted the existing buckle and studs and have modeled the alternate buckle and belt loops, but am having no luck connecting this new geo with the belt.
I've mostly been trying to use Parent Constraints, but the result doesn't have my new geo properly following the belt. Neither does a mesh combine.
I think that I'm doing something wrong.

How do I correctly connect/constrain new geometry to a piece of Malcolm's outfit? Do weights need to be painted on my new geo? Does it need to be done within the referenced character .ma file?

Any help would be very much appreciated! Thanks a bunch!
-Andrew

asibner
Posts: 2
Joined: Fri Aug 26, 2016 2:19 pm

Re: Trouble with Basic Malcolm 2.0 modification

Post by asibner » Fri Aug 26, 2016 7:33 pm

Whoop, scratch that! A wrap deformer totally did the trick! :D

Still glad to know that this forum is here for any future issues!

Thanks!
-Andrew

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admin
Site Admin
Posts: 457
Joined: Thu Jul 21, 2011 12:51 pm

Re: Trouble with Basic Malcolm 2.0 modification

Post by admin » Mon Aug 29, 2016 2:12 pm

Ok great.

Another option is described here:
https://www.youtube.com/watch?v=38RNq_8Fvw4

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