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Subject: How do you model and rig a superhero cape?


nyguy ( ) posted Thu, 13 November 2008 at 8:34 AM · edited Sun, 19 January 2025 at 1:50 PM

This is question I am hoping to find an answer to soon.

How do you model and rig a superhero cape?
I have been able to model some basic clothing, and able to rig the clothing, but this is something I have never tried myself.  I have an idea on how to do this, but I am not sure if I am heading in the right direction.
The modeling part I thing I am going in the right direct. I created a 2 sided plane in my modeling program in the shape of a rectangle. I have split it up in 4 groups (neck, chest, hips and legs. Okay here is where I am stuck. Using a Poser figure most of us have (Posette) as a reference figure I have the cape size going from Posette's neck down to just below the buttock for size. I want the cape to taper outwards but I also want it strait when figure is standing still.  Should I model it with a taper and then create a morph where it is strait? Or should I finish modeling it strait then create a taper morph?

Now here is where the rigging question comes in if I do either I think I will need body handles for the cape how do I rig them?

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Teyon ( ) posted Thu, 13 November 2008 at 8:54 AM

You could do it with morphs or you could tie multiple children to the cape. I'm assuming you want the main bone of the cape to be the chest or neck - I'd actually not tie that bone to any geometry by the way, just use it as a parent.  Then what you'd do is create three children from that bone and then children for each of those. That way, you simple select the "body part" to get the affect you want. It should work...in theory...I've not tried it but planned to for another project.  You may still want to tie morphs to certain bones to achieve different affects while bending but that's up to you. You  can use EasyPose Underground for that or any other program that lets you write ERC stuff and tie it to bone movement.

Or you can do what you're thinking, which would be more controlled but may be somewhat limited.  I'm not super rig expert guy - I'm a modeler - so take my thoughts with a grain of salt.  You should ask this in the Poser Technical Forum or the Character Creator forum, where it's more appropriate and may get you better answers..   I'm not a mod anymore, so I can't move the thread, it's just a suggestion. No harm in asking in both places I think.


Teyon ( ) posted Thu, 13 November 2008 at 8:59 AM

file_417803.jpg

this is an illustration of what I think the bones would look like.


EnglishBob ( ) posted Thu, 13 November 2008 at 9:00 AM · edited Thu, 13 November 2008 at 9:05 AM

file_417804.gif

Unless you really, really, need it to be conforming, then dynamic cloth is by far the best way to go for a cape. You won't need morphs, and you won't need rigging. In fact the Poser hi-res cloth plane makes a perfectly serviceable cape.

If I were faced with having to make a conforming cape, after pocketing the enormous fee I'd almost certainly demand*, I'd probably make it like a tail - lots of segments, with some EasyPose.

  • :-)

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Teyon ( ) posted Thu, 13 November 2008 at 9:04 AM

Yeah, Dynamics work best but ya know...some folks don't like using them. Wish more would. :)


nyguy ( ) posted Thu, 13 November 2008 at 11:14 AM

Dynamic capes are okay but I would like more posable than just for walking animations. There was a cape that had like 10 morphs and body handles. I think I got that from poser style when they were still around. As for how the cape will stay with the figure is depending on how it looks when I modeling it.

So far it is in the concept stages and I have not actually modeled it yet.

Poserverse The New Home for NYGUY's Freebies


markschum ( ) posted Thu, 13 November 2008 at 2:58 PM

I would do a cape like a dress. That is have the neck, chest, abdomen, and hip parts, but include all of the bottom as part of the hip. Then add a morph to allow it to spread or fold . A few extra morphs to turn up the botom ends as well.

That would allow the cape to conform somewhat but still be positioned for flight.

Dynamics would be easier though , use the wind thingie to make it flutter.


nyguy ( ) posted Thu, 13 November 2008 at 3:06 PM · edited Thu, 13 November 2008 at 3:07 PM

Dynamics are not an option since I am making trying to make all my clothing work in Daz Studio also. I have a rough draft on what the cape is going to look like and how I want it to sit on the figure. Sort of like this one Superman has. See how it sort of looks like it is part of the outfit?

Poserverse The New Home for NYGUY's Freebies


nyguy ( ) posted Mon, 17 November 2008 at 7:40 AM

Okay I have tried several ways to model a cape. I used just the Hi res plane from poser and ran it thru the cloth sim, did not like it.  Tried just using a plane in 3d max, looks in Max but no in poser. Tried modeling using the "box" method. I have modeled 3 different looking capes, and they look fine in Poser. 
Cape 1 I have 6 groups (chest, cape, cape1, cape2, cape3, cape4 and cape5) I have found if I conform it to my figure in Poser the cape turns sideways and is pointing to the middle of the chest.
Cape 2 I have grouped differently (chest and cape) same when I conform as Cape 1, so I set the parent to the chest of the figure. This sort of works but in certain poses the cape has to be adjusted buy rotation.
Cape 3 no groups. Used cloth room using the default settings to run a cloth sim. Well let us just say I hate the cloth room.
I really like Cape 2, was even able to create some morphs for it, but I would like it conforming.

Poserverse The New Home for NYGUY's Freebies


Paloth ( ) posted Wed, 26 November 2008 at 11:57 PM

You could get a conforming cape by grouping the top part for the chest and perhaps the shoulders. Additional bones for cape movement wouldn't matter for purposes of conforming if done properly.

I assume you know how to create clothing by loading the target figure's skeleton and deleting unneeded bones. 

I would minimize the cape skeleton complexity while making a ton of full body morphs for the cape and adjustment morphs for areas like the shoulders and upper sides. 

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DarkEdge ( ) posted Sat, 06 December 2008 at 8:46 AM

Several magnets throughout would give good control.

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