Clothing Binding
Basic Binding Settings
Set the model vertex bone influence limit as shown in the reference image below. Ensure the number of bones influencing each model vertex is ≤ 4.
Dynamic Clothing Bones
For clothing with effects, you must set up dynamic bones manually. If such effects are not required, bind the clothing directly to the corresponding body parts.
Naming Conventions of Dynamic Bone
Please configure the bones according to the following specifications. Failure to meet these standards will result in invalid dynamic bones or abnormal effects.
Each FBX model for a single part must not exceed 100 bones.
The first bone node with sway effects must include the suffix "_Dynphy".
Terminal bones must include the suffix "_Nub".
For skirts, bell sleeves, etc., 8 dynamic bones (of equal length) are recommended for optimal effects (4 or 6 bones may suffice for above-knee short skirts).
Skirt, bell sleeve, or panel skirt bones should be arranged clockwise with consistent bone lengths and coordinate axis orientations (non-bell-shaped parts may follow standard setups).
Use directional suffixes like _F (Front), _FR (Front-Right), _R (Right), _BR (Back-Right), _B (Back), _BL (Back-Left), _L (Left), _FL (Front-Left) to indicate bone orientation.
Weighting at Nude Model Seams
Seam areas must follow these guidelines to prevent mesh tearing or clipping during animations.
Consistent weighting is required at clothing seams.
Example: For a waist seam, the upper clothing's edge weight should be Spine_01:1, and the lower clothing's edge weight should also be Spine_01:1.
Seam Position Female Weight Reference Skin Values Male Weight Reference Skin Values Upper Neckline Head:
(0.5)
Neck_01:(0.5)Head:
(0.5)
Neck_01:(0.5)Glove-Upper Clothing Seam Hand_L: (0.4)
Lowerarm_L:(0.6)Hand_L: (0)
Lowerarm_L: (1)Upper-Lower Clothing Seam Spine_01: (1) Spine_01: (1) Lower Clothing-Shoe Seam Calf_L: (1) Calf_L: (1)
Tutorial: Clothing Example (Dress)
3dsMax:
Import the official base skeleton and build clothing bones based on the base model.
Create dynamic bones along the dress model's flow, name them properly, and connect them under the spine Spine_01.
Add the Skin modifier to the model, include dynamic bones, and bind vertices.
Rotate bones to check skinning validity after weight painting.
Export as FBX after finalizing weights.
Maya:
Import the official base skeleton and build clothing bones.
Create bones using the rigging panel or skeleton tool, then link dynamic bones to Spine_01.
Adjust bone hierarchy, name bones correctly, and ensure consistent orientation (e.g., Y-axis outward for skirt bones).。
Select the model, go to Skin > Bind Skin, ensuring each vertex is influenced by ≤4 bones.
Bind the model to bones and adjust skinning options.
Rotate skirt bones to check weights and manually adjust as needed.
Export the finalized FBX.
Resource Export
- Export as FBX files.
- Ensure exported files include models + bones (including dynamic bones).
- Upload the exported FBX to GPark Editor with the appropriate dynamic bone template.