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If I auto rig one model could I then just .obj export duplicates of that model in different outfits, and do the skin weight copy thing in Blender?
Or would I need to auto rig a model for each outfit? Or would I export them to .obj first, stack all the clothes on one model in Blender, then auto rig that?
You will want to end up with all outfits skinned to the same skeleton (or perhaps a copy of the skeleton if you have a lot of them, but definitely the same proportions,etc).
So I think the best thing to do is to autorig the nude (or smallest outfit if you want to make use of occluded polygon deletion) model and copy weights to all of your clothing items.
I have the beginnings of an idea of a good way to handle this use case in-app to avoid all of this workaround stuff, but it needs more thought and is quite a big feature to implement.
Good to know that too many clothes can gum up the auto rig. Is it a quantity issue like too many items, even small ones could mess it up, or is a proportions issue where an extremely bulky item could cause problems?
An in-app solution would be ideal, though I've been reading up on Blender's Transfer Weights feature and it doesn't seem too tough. I'll give it a try tomorrow.
I'm imagining for the future some kind of wardrobe functionality, where you can save whole outfits and choose to export with outfits a, b, and d...something like that. It would help for things like uniforms that all your characters have the same clothing without needing to make and load each individual item preset separately, and could enable people to export sets of switchable clothing... Definitely needs a lot of thought and planning to make something like that intuitive and implemented well, maybe a Fuse 1.4 feature if all goes well on the concept.
I had to reapply surface smoothing and scale down the clothing to make it fit the auto rigged model though. I don't know why Blender didn't import the scale and smoothing, is it possible to make Fuse export to another format (.dae maybe) ?
But I've encountered a bigger issue than lost surface smoothing, that being lost blendshapes. The original model has blendshapes for facial expressions, but my clothed blender export no longer has them.
I thought I could just drag the clothes onto the original since they were weighted onto an identical rig, but they aren't animating. The clothes do animate just fine on the model they were exported with, so I currently have clothed models with blank faces and naked models that can make facial expressions.