I need help with ways to rig cloths and accessories for my character.
The Skin wrap modifier works great in 3D max as it takes the vertex weight from the skinned base model. However when I convert it to skin to make it game engine compatible there are some clippings.
I have played around with the setting but nothing seems to fix it. Manually rigging the cloth seems like an impossible task for me, I’m not sure if it’s the topological difference but there are still clipping even when I put the weight the value 1 for some vertex on the clipped part. I don’t understand why it would work perfectly in skin wrap but it won’t work the same way it did when I convert it to skin.
Removing polygons is not an option because I want the skeletal mesh to be fully customizable.
Before converting to Skin
After converting to Skin
Any direction is appreciated