[Rigging] Tri-joint shadow weighting

 tri_joint_shadow_weighting.fbx ]


A skinning technique to fake deforming layers using Linear Blend Skinning (i.e. a unique skin cluster in Maya), useful for instance, for characters with overlapping geometry layers (e.g., body + clothing). The setup uses three sibling joints under a common parent:

The inner and outer joints remain fixed in the hierarchy while the primary joint animates, allowing independent layer manipulation while maintaining consistent dual-layer deformation.

Key characteristics:

Notes

A proper way to deform multiple layers is to apply multiply deformer, such as several skin clusters (Maya), post process lattice deforamtion etc. Those are usually not supported in game engines though.


 
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