As you can see in the below image , it is a blueprint character , with the naked character and all the cloth meshes sharing same skeleton are combied together.
Thanks for your reply , but I found that , even in motion builder , some part of the mesh is overlapping and coming out of the clothes wnen the idle animation is being played , as shown in the below picture circled in red , is there any fix for that? Is there a way to prevent the player mesh from being visible when overlapped with another mesh ?
That’s a problem with the model, not engine related. You either need to pull those cloth mesh’s vertices away from the body so that they dont intersect, or delete the hidden polygons of the body mesh to prevent that from happening.
And deleting will of course work , in this situation , but there may be some scenario , while any other animations are played , when another part of the body is showing this behaviour , and if that is closer to the neck, chest , then deleting will not be a solution , as this character has changeable clothes , and when I add another cloth in which that body part is exposed , then the deleted mesh will be visible.
Then you need to head back to modeling part and increase the distance between those separate meshes by moving the vertices as i said earlier. Even if they dont intersect you will see z-fighting problems when you move away from the character, which happens when two surfaces are too close to each other.
Thanks for your reply. I saw that I had to bind the pant with the entire skeleton as the main body, instead of binding it only to the bones which affect its movement. So I changed the binding in 3ds max and it is working fine now.
However , this issue still remains, when the camera moves close enough , the pant gets invisible.