I’m working on producing a character who is wearing a long robe. Properly weighting the robe so it deforms smoothly has been causing me significant problems. The robe itself is skinned to the CAT biped bones of the character. This results in severe stretching when the legs move up and forward, as one half of the robe is associated with one leg, and other other half with the other leg. In an attempt to resolve this I tried using a series of tail bones parented to the hips that control the movement of the robe, but this also runs into the same problem as above. Does anyone know a better method to rig a robe?
Additionally, I had been planning on using the APEX cloth simulation for the character once in-engine. Does the simulation require proper skin weighting for the robe?