Difference between revisions of "FAQ:How can I create extra bodyparts?"

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(Created page with "If you wish to add extra body parts (wings, genitalia, horns...) you have three options: * Deform the base mesh. In practice, you are making a new target, see FAQ:How can I...")
 
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If you wish to add extra body parts (wings, genitalia, horns...) you have three options:
 
If you wish to add extra body parts (wings, genitalia, horns...) you have three options:
  
* Deform the base mesh. In practice, you are making a new target, see [[FAQ:How can I create targets?]]
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* Deform the base mesh. In practice, you are making a new target, see [[FAQ:How can I create targets?]]. For small modifications, this is the most portable options, but it becomes nonviable for large body parts.
* Make a proxy which has the body part. See [[FAQ:How can I create proxies or alternative topologies?]]
+
* Make a proxy which has the body part. See [[FAQ:How can I create proxies or alternative topologies?]]. For modifications that requires larger mesh densities in some areas, but which still follow the basic shape of the base mesh, this is the best option. This is the recommended approach for, for example, genitalia.
* Add the body part as if it was a piece of clothing, see [[FAQ:How can I create clothes?]]
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* Add the body part as if it was a piece of clothing, see [[FAQ:How can I create clothes?]]. Body parts that are essentially separate from the body (think angel wings) would probably benefit from being done this way.
  
 
In the latter two cases, it might become interesting to work with rigid vertex groups. These are discussed in [[Documentation:Controlling_the_result_with_vertex_groups]]
 
In the latter two cases, it might become interesting to work with rigid vertex groups. These are discussed in [[Documentation:Controlling_the_result_with_vertex_groups]]

Revision as of 10:06, 8 June 2016

If you wish to add extra body parts (wings, genitalia, horns...) you have three options:

  • Deform the base mesh. In practice, you are making a new target, see FAQ:How can I create targets?. For small modifications, this is the most portable options, but it becomes nonviable for large body parts.
  • Make a proxy which has the body part. See FAQ:How can I create proxies or alternative topologies?. For modifications that requires larger mesh densities in some areas, but which still follow the basic shape of the base mesh, this is the best option. This is the recommended approach for, for example, genitalia.
  • Add the body part as if it was a piece of clothing, see FAQ:How can I create clothes?. Body parts that are essentially separate from the body (think angel wings) would probably benefit from being done this way.

In the latter two cases, it might become interesting to work with rigid vertex groups. These are discussed in Documentation:Controlling_the_result_with_vertex_groups